Also, keep in mind that change of directions provided by such a joystick is instant, but the control surface movement isn't.
It's better to have an input device that's more responsive than what it is controlling, than to have the inverse. Simply put, if your craft/control surfaces are perfectly capable of changing from full left/down to full right/up within an instant, but your controller takes 1 second to signal such a change, your at a tactical disadvantage.
Instead, the limiting factor should be the algorithm that's handling the control system, and in fact it a simple PID system can do the synchronizing quite well (given that it's tuned properly).
I feel more comfortable with having a traditional joystick which I can "feel".
but you are missing out a hell of a lot by not having a ForceFeedback stick
You'd still feel the amount of force your applying to the stick, just as you would a traditional one... however dynamo-sticks lose the positional feedback needed to determine where the limits are. This is both an advantage and a curse of these things: Advantage in the sense that the stick's input limits can be adjusted on-the-fly, curse in the sense that there's currently no way of telling where these limits are without something like a HUD gauge.
Perhaps if the two technologies were combined, say, use the dynamometers when the stick is centered and then use the potentiometers when the stick's outside their deadzones?