Current problem and why it constitutes one:
All gameplay decisions must result in a reaction apart from death. For example you should be free to get yourself in a bad situation but it should not be condemning.
An issue with the tactic of boxing is it leaves the enemy with no options at all. And when fighting an inferior opponent it's shockingly uncomplicated to do. It stems from the issue of being able to block ships, which took makes no sense. While I will ignore Dreadnought on Dreadnought engagements I'll discuss 2 examples. For example a retreating dreadnought can easily be blocked by a cruiser or destroyer, which may lead to boxing.
Boxing is problematic as it doesn't fulfil the criteria of giving choice. When boxed your only options are to attempt to merge therefore breaking the rules or sinking. The element of choice and therefore fun is removed.
If larger ships could push smaller ships, therefore making attempting to block a larger dangerous while the ship would be likely hopeless if outnumbered, atleast in this sense the larger ship has more options to evade and perhaps can extend it's stint rather than being hugged to death instantly. Moreover there now exists a window for reinforcements.
I have heard a rather silly rebuttal claiming boxing is justified because all engagements happen close, but I am to argue the opposite... Rather they happen close as it's encouraged especially when fighting larger targets. Moreover it's strategic as it requires planning. While true, with pushing you could still force the dreadnought into unfavourable options and into a disadvantage but it would not be terminal and therefore tick our box of choice for the loser. This provides more satisfying combat for both sides as it extends the combat, provides freedom until sunk. This would allow similar strategies but done in a more realistic and enjoyable manner.
So larger ships should be able to push smaller ships , if the ship does not move out of the way for 4 ticks... It could be forcefully moved by the server or take damage to encourage the player to move.