A bit more interactivity in the interception.
Have 3 buttons you can click on the interface (re-purpose the Normal/Cautious/Aggressive buttons).
Have an Offense and Defense number for both the Interceptor and the UFO. Preferably display this value for the Interceptor (Offense can be the Range to target).
Have various "maneuvers" cycle on the 3 buttons during the interception. These can be offensive, defensive or neutral in effect. Say every 3 secs the maneuver pool cycles. In every cycle, you can select one or no maneuver to do.
Each "maneuver" changes the Offense and Defense values of the crafts to some extent.
UFOs also pick maneuvers behind the curtain, so their Off/Def values are changing, too.
Firing happens automatically, like now. The shot takes the Offense value of the shooter, deduct the Defense value of the target and roll RNG to see if hit or miss. Not a fully developed flight sim, but still something you can do while the events unfold and it will not take any more time than now.
It could also mesh well with the Pilot strengths and weaknesses. Ie: "Pilot's Dodge maneuver is 2x as effective".
Disengage can be initiated if your Defense value gets over 80. Meaning when things heat up, you would need to actively start dodging and evading to get away from the UFO.
I had this idea for the XCOM'12, so excuse the GFX. Imagine the OXC interception screen instead. Anyhow, the mechanics would be the same:
Can't put a link to the video, but do a search for Youtube XCOM Interception Minigame and you will find a 2:48 length video about this.