For a space flight simulator with a high learning-cliff, a ground-based vehicle that's easy to drive would be boring AF; implementation is spot on.
Echoing what others have written: Drive Assist off with 4 pips to engines, control your throttle, and fly more than drive. Use pitch/roll to land parallel to the surface (or recover from a bad bounce), modulate thrusters to land exactly where you want/need to land. Alternately, work the bounce; that is, if you need to get airborne again quickly, land slightly nose down and pump thruster on contact; up you go again. You'll be skipping off the tops of mounds in no time.
Maintaining/gaining speed while airborne equals nose down to translate up thrust to forward thrust, rocking thruster angle from above to just below horizon, while looking through roof slats. You'll be amazed at just how much rough terrain you can just hop over, or land on a down slope to then launch off the next up slope. The sound like blowing through a straw means you are about to run out of capacitor; be close to ground.
In the best of cases, you are going to spin a 180. Just go full reverse throttle with wheels straight, turn hard, and spin back to forward throttle. It does seem that the low-G planets that kick up lots of dust or fluffies have more loose surface covering (wet noodle analogy is a good one). Also seems that shiny-surface metal-rich worlds (Dhakhan has good ones) are a bit more slippery.
You might have read to drive it like you stole it. Do this as if the guy you stole it from said something bad about your sister. I watch hull health go down and then simply synth back to 100%.
Last night, I was having a bit of trouble driving well, only to realize that I'd inadvertantly turned on drive assist after a somewhat interesting landing. On the SRV, I think DA is the devil.
<fan-boie-plug> Having played hard through a very snowy winter to earn megabucks and several combat ships, all of which use multiple PAs or rails, and given the fact that I really like the idea of synth'ng my own ammo, I spend tons of time in the SRV. My own little mini-game has evolved into combat in HAZ until supplies get low, and then prospect on a few select planets to fill needed raws back to max, and then more combat. Keeps either activity from getting too stale.
Being a flight simulator, rudder pedals for yaw (steering), and joystick for roll/pitch (attitude control while airborne) strikes me as the intended/best control method. In most environments, I can leave the throttle pegged and just hop; use thruster to land exactly where I want for the next launch. </fan-boie-plug>