I can confirm this is working by current design.
#1 - AI fleets has option to attack first (unless you have 'Engage Sector' selected before pressing turn). If they do attack, prompt option to engage or flee.
#2 - Player then has their turn with prompt option to attack or do nothing (continues to flee in this example).
I think what you are saying is player shouldn't need #2 prompt because it has no weapons to attack.
Aha. Seems wrong for me then.
No, it's not about weapons. It would be foolproof with removing option, but I don't think it's crucial (still useful. I wrongly "attacking" scouts with disarmed invasion ships that way now and again.
Hmm, it deserves another suggestion - will do.)
Problem is, if my ship is fleeing
already, it must not have chance to attack
. Only defend.
Also, interesting question: if I am by chance will win the battle during fleeing, will I continue to flee?
Outcomes looks wrong both ways (why to flee, if I am winning? Why to stop fleeing, if it could be totally different troops?). So disabling attack order altogether for "fleeing" ships seems most logical decision for me.