SUGGESTION:
Add a feature to run instead of walking towards a target after clicking on aiming table (eyes, head, etc) if the target is out of range, especially in case of melee/unarmed.
WHY?:
I would like to sketch out a real situation that happened to me and forced me to write down this suggestion, so you can understand the problem in depth:
I had encounter with one of those PKs. He had a rifle, I am melee, so I understand he has a big advantage in combat against me, but I didnt give up and attacked him back. I aimed at his eyes, and my character started walking towards him. But when I was 2 hexes from him, he ran a few hexes away and stopped, waiting for his AP replenishes. So I had to manually run towards him, otherwise he wouldnt give me a chance. When I was close to him (1 hex), I tried to attack him again - this means I had to do following actions:
1) press right mouse button to change movement cursor to attack cursor (or press A key)
2) click on PK's character, table popups
3) click on eyes
These actions take some time to do, giving the PK enough time to run a few hexes away again. So, after I clicked on eyes, my character started walking to PK, because he was already at least 2 hex far from me at the time of the click.
This "strategy" was basically making me unable to attack even with full AP.
As I said before, in 1vs1 combat there is a big advantage of ranged char over melee/unarmed char already, and with no way to run when aimed attack the advantage is even bigger.