applying moi to torque is as simple as a matrix vector multiply
torquevec * moi matrix = angular acceleration
torques can be computer from linear forces and summed up to convert a linear force to a torque just requires getting the cross product of the force vector with the vector offset from the cg:
forcevec X position
basic stuff

of course the idea was kinda for semi-newtonian, for technical reasons caps would have to be added (play orbiter then set time compression really high and fire a thruster to see why

). same kinda limits normal glide has.
It seems full manual correction wouldn't be necessary considering it seems the computers are more than capable of handling those types of corrections already. Although I suppose mods with less advanced intertia control computers would get a nice effect.
intresting you mention that. it would be kinda cool to have a stabilizer subsystem that you need for normal flight, if it gets damaged or disabled then youre stuck in glide mode

i also kinda wanted a force glide mission flag.