Instead of the stop on a dime, turn on a dime style of movement. I feel space combat is more fun when it feels like naval combat. plus I think its easier to differentiate ship types if you include turning radius, acceleration/deceleration, that sort of thing into their stats. It wouldn't have to be any extra burden on the player if you could figure out a way to show possible moves with arrows on the map (like football plays). the length of the vector and the curvature of any turns you want to perform would factor in current speed, maneuverability, etc. I'm remembering a board game from long ago called Silent Death that had this sort of movement system and it wasn't tedious at all to use, even by hand. with a computer doing all the work it should be very easy to get the 'feel' of your ship. Anyhow, I realize its probably far too late in the development to consider something like this, but I wanted to throw it out there anyway.