I honestly felt offended someone would actually think the flight controls provided were at all a reasonably good idea.
Honestly I think 'offended' is a bit theatrical. I know it's a bit of a buzzword at the moment for any time people feel slightly annoyed or disappointed about something, but it is very unlikely that FD had you in mind when they were making choices about the flight model.
Firstly, if you want to mimic atmospheric flight, rolling causes the plane to turn, rolling in this game does not (Unless I missed a setting?).
As others may have pointed out by now, rolling an aeroplane in atmosphere does indeed induce some degree of turn - however, that's only because the wings are producing a lift vector directly upwards with relation to the aircraft, and if you roll the aircraft, you turn that vector to one side or the other. Your straight-up lift reduces, while a new lateral component appears. A level turn with a fixed-wing aircraft is produced via a combination of roll and increased pitch to counter the loss of lift.
In space, quite obviously, there's no air, and therefore your ship is not depending on lift to keep it up. Therefore yet, if you roll the ship in forward flight, nothing will happen to the direction of flight. With Flight Assist on, ED's flight model is a rough
approximation of aeroplane flight - but these ships are not aeroplanes. In terms of computer games, it really doesn't take much for even an avid air pilot to adapt to vacuum flight.
This isn't to defend the flight model entirely, incidentally: I think it's crying out for a kill rotation function in FA-Off, and it baffles me how the game setting manages to explain the omission of such a basic feature. But I honestly can't get all agitated over a flight dynamic (FA-On) that otherwise is exactly the same as every other arcade-style first-person spaceship game there's ever been.
Rolling to aim is extremely non-intuitive to me, and I'm really not interested in playing the game when I struggle to aim at my targets. Sure, I could probably get used to it, or you know, Frontier could enable flight controls that don't require me to adjust to non-intuitive controls that I will just need to re-adjust out of as soon as I play any other game.
As you've probably been told already, ED has a comprehensive control-mapping facility. If you don't like where the roll and yaw functions are set, then swap them, change them for something else. There's even, if I understand right, a feature to merge roll and yaw functions to better imitate atmospheric flight. I've never used it, since as a long-time player of Microsoft Flight Simulator and the like, it would still seem bizarre to me for my spaceship to behave too much like an aeroplane.
(I'm a game programmer, and yes, this is a qualifying remark that you can feel free to pick apart and ridicule, I don't mind)
I'm not going to ridicule anything you've said. I am going to say that I think that, as a game programmer, you'd understand the process of making decision consistent with your vision of the game you're creating, and that, if you look objectively at the flight control system ED offers, you'll see that most of your complaints here have no foundation. You're grumbling about things you can change quite easily (you can even create and maintain numerous control profiles and swap them around depending on your mood, your control devices, the phase of the Moon, whatever), and at least one of your complaints is based on a comparison to air flight that shows you don't seem to have really looked at how air flight works.
I don't want to play this game as it is.
Then you may quit, and I'm sure many people have already suggested it. Or, more constructively, you could look at the control menus and see if you really can't find any way to create a satisfactory setup for yourself.
I can tell you right now I've already talked to my friends about how much I hate the controls, and I'm pretty sure I'm not the only one who thinks this way.
Quite honestly I think the flight model is my biggest disappointment about this game. I was a keen player of Frontier and First Encounters, and I'd so looked forward to an Elite IV that would build on those. I never imaged we'd be regressing to a remake of the original arcade game, as fun and as groundbreaking as Elite was. I'd hoped for a simulator, not a shoot-em-up.
But that disappointment wasn't enough to stop me seeing how much fun ED is, once I accepted it for what it is. Hopefully, you'll be able to get round the flight model issue you're having and enjoy the game similarly.