I think the "reverski" issue is a result caused by *many* different factors, which makes it complicated, to say the least.
Firstly are the rather unique flight mechanics, which I don't think should be changed significantly - small tweaks to ship performance, perhaps.
Secondly is the fact that just about every weapon in E.D. has *harsh* damage drop-off penalties with range, to the point that if they are not modded with Long Range blueprints from the Engineers, they are only really useful at the spaceship-equivalent of knife-fighting range. (With the exception of seeker missiles, which have no damage dropoff AFAIK) Engineers, rather than being just a bandaid to the underlying baseline issue (which should be remedied as such, and not via blueprint), takes it out to the other extreme, such that 'reverski' both only works well with Long Range weapons and can only really be countered by Long Range weapons.
Third is that Engineers has made every ship in the game capable of performing at about, what, 166%-200% of its baseline maneuvering stats? And the Enhanced Thrusters/minimal weight builds take this out to especially insane extremes. So that's definitely a contributing factor here.
Fourth is that it's a natural tactic in a three-dimensional space, that a smaller, faster, lighter foe would wish to stay out of line of fire while shooting as much as possible itself. I mean, that's basic combat 101 there: hit the enemy while not getting hit yourself. Orbiting the target, as opposed to reverski, isn't possible without a massive lateral thrust capability relative to your target, which would be imbalanced as hell if it weren't only possible in the most extreme of possibilities, so I think that's out. You can somewhat do it closer-up, but then there's turrets - and that also is the range where weapons finally start doing full damage without Long Range modding, for when your target does get a bead on you (remember they can reverski too), so that's undesirable as well. The only other options are to joust (which I think is supremely annoying, gimmicky, and tiresome, due directly to having SO MUCH damn hitpoint inflation), run away, or get blown up.
My conclusion is that this is NOT an issue that should, nor can be, tackled head-on, and can only ever be mitigated by focusing upon these key causes: Baseline imbalances (including but not limited to weapon damage drop-off & hitpoint overinflation) and bogus Engineering.