Well yeah, but my point is, you get two ships in zero or low-G. They are both going to play the turning game in order to get shots on each other? If it just so happens that they are facing each other, there will be some jousting. Here's a google image for "dogfighting tactics"... seems like a lot of turning to me?
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It depends on what the developer of the game thinks is a fun and entertaining way to do space combat.
Elite is/was more like world war I or II planes in space - similar to the way Star Wars for example depicted space combat.
It was (against NPCs) trying to get at the back of the opponent (chasing the tail - like a dog fight) while the opponent (NPC) did the same.
The one thing that breaks this concept is, that in ED ships can be almost or as fast flying backwards than they can fly forward. In addition to that ships can fly up/down and left/right at the same time.
The result is, that ships can be maneuvered in a way that resembles the usual first person shooter games (just in a 3D space and not primarily in a 2D+ space).
Before 2.1 the NPCs didn't try that much backward flying or circle strafing. That changed with 2.1. NPCs now try to circle strafe if they have the agility advantage or joust (with backward flying) if the NPC is in a big ship.
It's still a lot of turning, but now it's about always facing the enemy ship while not flying primarily forward but flying up/down while pitching up/down.
In my opinion the ship design, the weapons and the overall balance is designed around forward flight (planes in air dogfight) and not around circle strafing (primarily up/down movement with pitch).
The 2.1 NPC AI is a response to the way players used the ships - obviously in a way the designers didn't expect, otherwise the NPCs would have used those "tactics" since release.