I agree with the OP; simple QoL improvement that would require next to no effort to implement.
...and on a related note, I find the way holos orientate themselves to be highly unintuitive.
I get what they're doing (compositing your own ship's orientation vector along with the ship->target vector + target orientation vector)
and I (sort of) get why they're implemented it this way (so when you're far away in super cruise, you can rotate your ship to examine the faces of a targeted station to find the mail slot),
However when you're performing a maneuver, the holo representation becomes almost completely useless for judging your relative position to the target. (especially when the station is beyond your field of view).
As for why the same matrix composition is used in regular flight; I've no clue, it makes judging the facing of an enemy ship that's beyond your FoV borderline impossible in a dogfight.
In my many years of playing sims (space & flight) I can't think of a single game that's done holo projections/virtual target displays this way.
The holo display should simply be "what you'd see if you turned your head and looked directly at the targeted ship", a.k.a. a 'gun cam'.
It should be completely independent of your ship's own facing.
Has this never been raised as an issue by alpha/beta testers?
It seems such a departure from conventional wisdom, that I'd have expected an outcry.
It certainly hurts my situational awareness in combat, to the point where the actual holo representation is worthless information.
:edit:
Ah, looks like I'm not the 1st to spot this very odd design choice:
https://forums.frontier.co.uk/showt...-the-target-hologram-POV-completely-messed-up
and this:
https://forums.frontier.co.uk/showt...on-HUD-element-Anyone-else-find-it-misleading