If you want realistic space combat, look to modern fighter combat. Engagements take place at beyond visual range, executed with missiles, and 90% of the time you aren't even facing your enemy. (In some engagements, fighters will fly away from the enemy to keep out of their engagement range, and when they fire their missile, the missile will double back to the target.) Most modern combat occurs with the pilot staring at the MFD, rather than the hud.
This certainly isn't twitch based. If anything, WWII era combat was twitch based. But this was tempered by the fact that you didn't only have to think of moving yourself to target an enemy. You also had to think of your aircraft as well. For example, one of the Japanese fighters (the A6M Zero, I think) was lighter, quicker, and more maneuverable than its American counterpart, giving it the edge in combat. But the American fighters had more powerful engines and were more stable in a dive. However, due to the American fighters having more powerful engines, the extra torque meant that they had a more difficult time banking counter to the engine rotation, so American pilots tended to favor banking in one direction over the other.
The point is, if you're going to make a vehicle sim, it should be about the vehicle. It should not control like it's a part of your body, because it isn't. It should feel like you are controlling the vehicle itself. Currently, SC does not feel like this. Despite all that CIG says about their ships, and all the stats they keep publishing, none of their ships has any sort of substantial feel. It might as well be an FPS. Play any of the older space-sims (Freespace, Starlancer, X-Wing/TIE Fighter) and you can immediately feel the difference.