i think they work well, but for me and my mousestick they make every mission impossible.
for steadfast and other FS2 sequels, they probably would represent an excessive change impossible to justify (too little time has passed to change all fighter's mechanics). however, speed and manouverability improvements would be justified and well accepted as long as the game remains balanced.
BtRL glide is, in my opinion, too much.
remember also that in cutescenes those changes would have a huge impact, probably resulting in the cutsecne to have to be re-fredded.
I use the mousestick as well, and I found the game still playable. About the impact on cutscenes...I think you're right, something should be changed. Remember, however, that we can use set-time-compression in order to make the fighters go slower(it's realistic in land and take off cutscenes).
About the reasons which could justify the use of enhanced speed values, we simply don't need them. We'll consider them as something normal(keep in mind, however, that 30 years could somewhat justify a partial engine upgrade).
LGM, man, what's up with you and your freaky Latin names? That's what I told him Latin is useful only for talking with the Pope (so it must be removed from my school subjects. NOW!)
Returning on-topic, there are 2 reasons for me not wanting modified physics in Steadfast:
1) It's set in the FS universe, and modified physics would ruin its FreeSpaceiness.
2) We're far behind schedule. Instead of rebalancing all the tables, we need just to finish the missions and release it. Period. It's useless to add continuously new features, if the campaign will never be released...
Latin is useful
1) But the campaign will be better to play. I love FS Physics and I don't think this MOD will kill them...we're just increasing speed values in order to make everything better. Remember that aces in Steadfast will work better with better physics;
2) I told you, I prefer something well done rather than something released ASAP. If we can make the campaign better, we'll make it better;