Hey folks, while I'm new here, I did dabble a bit in SFB back in the day. Never owned any rulebooks, but I kept the handful of SSD's of the ships I flew. I was also involved with Ken Burnside's work, I'm credited as a playtester in his current rulebooks, so I'm willing to entertain questions about it here.
The Ad Astra Games product you want for replicating the SFB experience is called Squadron Strike. Advanced Vector: Tactical, while the first game Ken produced, is meant for a somewhat lower tech-level universe; think 2001: A Space Odyssey extrapolated to include combat the way SFB extrapolated out from ST:TOS
As noted, the colored tiles under a ship mini are used to indicate altitude, parallel to the playing surface. A black tile indicates that your ship is considered to be underneath the playing surface (negative altitude). While combat is 3-dimensional, the color-coded game charts are crafted to do the mathematical heavy lifting for you, so you don't have to worry about Pythagorean Theorem and computing square roots off the top of your head.
The one skill necessary for traditional wargamers to learn, in order to play SquadStrike, is "shooting a bearing", understanding where your ship is with respect to your enemy's ship. Once you do that, its fairly simple, using the ship's SSD, to figure out which shields you're getting hit on and which weapons of yours (if any) bear on the enemy.
Ken Burnside has devised versions of several common SFB ships. One of his favorite convention demos is to have an assortment of SFB ships (Fed, Rom, Klingon, Gorn, etc.) go up against a Cylon Basestar (the six-pointed Ron D. Moore variety) and its dozens of fightercraft. Let me tell you, the Klingon waist phasers (P-2's) are even funkier in 3d than 2d!
Squadron Strike Supports several different movement modes, named for the number of Newton's Laws they OBEY. Star Trek falls into the Mode One ("cinematic") category, because actual ship mass has little bearing on acceleration, and one's direction of travel magically adjusts to whatever direction the nose of the ship is pointed. New BSG (sexy Cylons in red dresses) and Babylon 5 are Mode Two ("semi-real"), which plays out kind of like skating on ice, but enables sideways strafing runs, and similar fun maneuvers. What is most astonishing is that different movement modes can
coexist on the same playing field! While not having significant weaknesses or vulnerabilities with respect to each other!
If you want Mode 3, full Newtonian Law compliance, that's when you switch to AV:T. In AV:T, burning propellant lightens your ship and eventually makes it more maneuverable. Insane levels of detail, yet still playable!
Before the Axanar fan film got sued into near-oblivion by CBS, Ken was in negotiations with Alex Peters to build an Axanar setting for Squadron Strike. I playtested several of those ships, years ago, and am really bummed that they are likely to never see the light of day. There are no published settings for Trek, because CBS, for the most part you're on your own. But here is where the beauty of the Squadron Strike system lays...you get an Excel (or OpenOffice) Spreadsheet Of Doom (several megabytes, which is HUGE and COMPLICATED for a spreadsheet) where you can build the ships you want! You can be faithful to an existing universe or make your own!
Complex as it is, SquadStrike is much more compact and understandable than SFB; it has the advantage of being built now from the ground up, not a system that has had bits and extensions and exceptions organically grafted on over a number of decades. It also doesn't have the "last month's rule-bending desperation maneuver equals next month's SOP" aspect of SFB tactics.