Ofcourse I didn't miss it. Since a mouse is so superior it shouldn't be necessary to add such a crutch to it as well. That's just making the best control method even more superior, right?
I'm not keen on the idea of using barriers to input to balance the game. The game should strive to remove as many barriers to control of the ships as possible, not reinforce them. Some control methods will have intrinsic advantages in some tasks, but that's not a reason to handicap them.
I don't have any objections to the existence of relative mouse, and I'd much rather see more enhancements and options for other inputs, than an attempt to balance the game around joystick input at the expense of other options.
Sorry, but what you describe is not feedback.
The 'mouse widget' is explicitly visual feedback, that's why it exists. In my case, I also have tactile feedback from my mouse pad and my own anatomy; I can tell the position of my arm, hand, and fingers without looking at it or needing to feel any outside forces being applied to it; because I don't use any acceleration, the positional relation ship between my mouse and the cursor in game are very consistent.
Regardless, I do agree that removing relative mouse would not be practical with the current systems in place. The explicit feedback mechanism provided is obtrusive and unsuitable for combat, while 1:1 dpi/pixel mapping is not even close to the default and cannot be guaranteed.
When Jstick is held in position for the same amount of time as for the mouse it auto centres.
EG
Move up - hold pos auto centre - return to mechanical centre = apply opposite - hold at mechanical centre for auto centre.
I don't think this would prove to be broadly useful for the reasons Arguendo mentions.
However, if this were manually controllable, it might be interesting. Like a toggle to set the current x/y inputs as 0/0 that you release to restore the standard calibration.
Hard to evaluate it's actual utility without being able to experience it though...