Movement optimised PCs in theatre of the mind

Our group has recently started a campaign and we’ve decided to go gridless for the first time. It has been going really well but one issue that has popped up has been how we handle characters that are designed with maneuverability as a core feature set of their class. It seems that simply tracking players intent puts their class at a disadvantage.

How can I honor small differences in speed in a game where distance is not so precisely measured?