On the topic of engineering, I feel that there's a couple of notable issues that it has brought up with regards to ship maneuverability.
Firstly is the almost no downside aspects of it all. Permaboosting has been mentioned already due to the increases in PD capability, but in general both dirty drives and clean drives offer massive increases to ship performance with only very minor drawbacks in terms of thermal load and power draw. If thruster modifications increased the PD draw for boosting, as well as more applicable increases to power and thermal loads, then we wouldn't see people permaboosting in combat as they would either run out of PD or simply fry themselves.
Secondly, there's the simplicity of how they calculate thruster performance leading to nothing actually being able to be tweaked or offering and choices in how a ship maneuvers. Everything for a thruster is dictated by that optimal mass and optimal multiplier, which basically translates into Thruster 1 > Thruster 2 under all circumstances for a given ship if the mass and multipliers work out properly, including pitch rate, acceleration, maximum forward speed, maximum lateral speed - every possibly axis of motion of the 6 we have. There's no room to favour turn rate over straight line speed, or increase acceleration at the cost of maximum speed, they are all tied into the exact same parameters so any increase for one of them also increases all of the others. I wouldn't mind the high turn rates so much if there was an alternative choice available, rather than maximising turn rates also giving the maximum possible acceleration and maximum top speeds. Separating the variables would force players into adopting a variety of fighting styles based on their own ship's performance, rather than all ships behaving the same; a high maximum speed ship would favour jousting to avoid the pitfalls in it's own acceleration and turn rates while a high turn rate ship would adopt the flying turret strategy while sacrificing it's own speed and acceleration, while ships with very good acceleration would be forced into trying to remain behind its opponents in knife-fighting range.
I don't think what you theoretically want is too far off from reality.
An FDL will always favor jousting, because they have bad turning rates at speed. Yes, they can permaboost (though it does have a timer), but that destroys their ability to turn tight maneuvers, and the ship drifts like nothing else outside the bluezone. Most PvP videos of FDLs with skilled pilots will show them either straight jousting or trying to set that up.
An FAS will always favor circle strafing. They have the maneuverability to do it, and their pitch isn't quite as married to the blue zone. But they are not optimally "turrets in space" because they have low shield values and naked hulls open up lots of vulnerabilities even with HRPs and MRPS. Optimally they are circle strafers, trying to avoid at all times their opponent's fire.
The other thing to mention is that the blue zone is not just about pitch. For an FA OFF pilot like myself, it's not even the most important factor. That blue zone speed is the point at which your vessel can smoothly change vector with minimal drift. Super important for FAS style fighting.
In regards to knife fighting, the turn fighters are always going to want to be close. The more agile you are, the more you can exploit your advantage. The further you get from your opponent, the less they have to pitch to get you in their sights.
Many complaints I see about the flight model stem from poor applications of it. For instance, the 1v1 video where one guy just runs with long range weapons for an hour (literally). There is no reason for his opponent to put up with that. He allows himself to play into it.
Complaints about NPCs being turrets in space is simply poor understanding of their capabilities and your own ship's. If an Anaconda is turning on you while you pilot an FAS or Chieftain, then you are doing it wrong. This does not happen to me unless I make an obvious mistake. When it comes to more agile ships like a high level NPC FAS, of course they will get time to fire on you. It's one the most maneuverable ships in the game. What do you expect? If you're a judo master, don't try to punch the professional boxer all match. Play to your strengths, and try to limit theirs.