*Mod hat off
The thing with "crazy moves" is that eventhough they may be perceived as more realistic and "saleable" they offer a much more shallow gameplay due to lack of inherent tradeoffs in the maneuvering game. The rest of the dogfight system (guns balance, detection, shields etc) is therefore at a much higher pressure in order to compensate in gameplay for that lack of depth in maneuvering.
The most recent updates in the SC flight model have actually approached SC to ED´s model a little by slights nerfs in rotations in general, in yaw in particular and reducing the power of mav thrusters compared to main forcing pilots to anticipate inertia and change attitude to correct moves, much more now than ever. I like the move and it does not need to go all the way to ED´s model to strike a good balance. We ll see!
ding ding ding somebody gets it. This here is what everyone here is complaining about. Star Citizen used to play a heck of a lot closer to Decent (FPS) style gameplay than Wing Commander/Freespace/Privateer. There is nothing wrong with that gameplay style, unless you pitched something else. Actually, well, there is something wrong with that gameplay style for Star Citizen, before 2.0 and even now to a larger extent, you can still basically rotate super fast without too many negatives. The entire game boils down on who has better aim and who stays on target the longest. This basically invalidates any maneuvering or to a larger extent attempts to escape, because its so easy to keep on target. That is also another reason why Interactive Mode on the mouse is so OP, because of pinpoint accuracy and coupling with flight. As you aim, your ship auto follows that aim without you doing anything. Controls and flight model are Star Citizens biggest issues and have been for the past 16 months. Those are the core of the game, if they can't get those down, its going to be a very rough ride.
But yes, with 2.0 it has moved closer to ED, they still have a long ways to go before they get there, there still needs to be a whole lot more weight behind the ships. The medium of flight model should definitely be closer to ED's to tackle that "feel" and "gameplay". It's not that Star Citizen can't do its own unique thing, but it boils down to gameplay, if you want challenging and deep combat, you have to move closer to a game that is like ED, where the main aspect is Flight and not aim.
At the same point, CIG trying to do a hardware solution (Trackballs on JOysticks) to solve the gimbal problem just goes to prove how clueless or incompetent who ever is behind controller balance. Trying to solve something with hardware instead of an easy software fix, its just mind boggling.
In SC/AC you don't have to stop or slow down for turning and you can turn your guns and/or cockpit at any time in any direction without having to change your actual movement vector.
Pretty much, basically boils down to an aim/who has most guns on target for the longest time to win.