Ok, if I ever get my build to work with sound (I just can't bother otherwise), there's the plan (number 1) is the basic "to be done" thing, the others would be decided after trial):
1) mostly, adapting what sushi did to the current tables: speed x2, rotating speed x1.5, shorter lock times for bombs (not to make bomb runs easier for the player, but rather to help him stop AI bomb runs: try to shoot down salvos of bombs shot at 1/2 click of their target...)
2) fighter HP cut by half
3) trying alternative options, especially for bombers: vanilla speed for heavy, x1.5 for "light" such as athena style bombers, x2 power output, vanilla HP (maybe even HP x2 for heavy bombers, coz they'd have to cope with interceptors twice as fast as them, and laser shots much harder to avoid, but this really need to be tested, it could end up being totally crap), improving th turrets on heavy bombers, things like that.
Then other ideas that come to me and I may consider good, since I'd do it mainly for myself anyway.
Note that I'm playing FS2 mainly as I would a... FPS. Yup, I mapped my keys (well, back then) as I map them when I play a FPS (so I maped the strafe left/right keys, and the up/down ones as I map my jump/crounch keys in a FPS). Not all ships have lateral speeds iirc, but it makes high speed dogfights really fun, especially against the likes of Mara and Scorpion fighterps, whicht do exactly the same (thanks Pete for the AI to at least recognize the possibility of doing that). And I "steer" with my mouse. Well, it's like playing Descent in space, which is amusing since, in Europe, the first Freespace was sold under the Descent franchise anyway (was called "Descent: Freespace", probably one of the reasons I tried the game in the first pltrainwagon and it's been done already?), coz 360° furball makes for quite some mouse position jumps, sometimes...