Apart from the possibility that the coders shouldn't code physics while substituting caffeine for sleep... the trouble I see here is that real-world physics and playability are in conflict. We want even our large ships to be able to turn in a reasonable period so that we can maneuver in combat... but even our medium sized ships often have dimensions of a quarter to half a kilometer. At those scales in the real-world, inertial effects would crush your crew and tear apart your outer sections. And that's even if you could could perfectly balance the torsion effects.
If we were Kerbals, I'd say we should just live with it and understand large ships should only turn, slowly, to realign main engines for long-haul travel. As we're playing with sci-fi magic physics anyway I'd be in favor of ripping off Star Trek for its inertial dampeners. Let bigger ships turn at even more absurd crew-liquefying rates provided they pay an equally absurd energy cost for doing so. Just my opinion of course.
If we were Kerbals, I'd say we should just live with it and understand large ships should only turn, slowly, to realign main engines for long-haul travel. As we're playing with sci-fi magic physics anyway I'd be in favor of ripping off Star Trek for its inertial dampeners. Let bigger ships turn at even more absurd crew-liquefying rates provided they pay an equally absurd energy cost for doing so. Just my opinion of course.