gah, I just typed a big long response to this and then lost it.
Ok, basically: I've been working on
some of this already 
Most of that thread has to do with how I've combined strafing with 'gliding' to make semi-newtonian physics; you may find it interesting.
Sliding/strafing is in the code already, but only binding to keys, not axes (yet). Look in Ship Controls, "Thrust Up", Thrust Left", etc. Col. Fishguts is right, the ship has to support it. But here, I'll attach my testing mockup to give you an idea. (Remove the .txt extension so it's .tbm). It's only got Terran/Vasudan fighters so far, and it's not exactly 'balanced', but it's fun.
I've already got semi-working code for binding sliding to axes, but the problem is it breaks the current pilot file code. taylor is working on a new improved version of the pilot code, but it's a big project and he's always got so much on his plate besides, so we have to be patient.

IIRC somebody got mouse-wheel code temporarily working a while ago, but it was a hackish Windows-XP-only method

. I'll take another look, but it may end up being another of those things that ties in with the pilot code.
Strafing is fun, but I only have a mortal 3-axis joystick, so I need to come up with a better keyboard layout -- the shift+numpad keys idea is too awkward. Anyone have a solution that works well for them?
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