Either way its the same basic thing.Using a target-lead indicator in the HUD maintains the mini-game of still having to steer and retains the skill element. I prefer that approach to any form of aim-assist. I just find aim-assist ruins the RP feel and is indicative of a poorly designed combat mechanic.
Point your crosshair at the lead reticule and have the game calculate where you should be clicking, or click on the ship itself and have the game adjust your aim so that the fire actually lands at the point you clicked.
Personally I think the "You point at what you want to die, and the computer adjusts your aim to make sure you hit it" is much more in keeping with the "We're flying space ships that can bend the fabric of reality" level of technology, instead of "We stuck a 19th century gatling gun on the front of a 30th century space fighter, lets see if anyone notices!"