I've got two example configurations for you, Woolie; they offer some innovative ideas on how to save button space and maximize the number of functions we can cram into our pads. The Dreamcast configuration especially, since it doesn't even have a second stick and also lacks L2/R2 buttons. The PS2 config makes use of pressure sensitive buttons to control throttle, instead of the right stick.
Note that both Starlancer and Ace Combat 5 use a "speed = maneuverability system," meaning that the faster your ship goes, the faster it can turn. While this is realistic only for atmospheric combat, in Starlancer this allows you to control your own maneuverability for precision aiming.
Starlancer (Dreamcast)
I have renamed the Dreamcast buttons to their PS2 counterparts.
Note that the Starlancer config makes use of Double Click arrangements to save button space, and also, to make up for the lack of a second analog on the Dreamcast, has a secondary mode system to enable rolling and strafing. It also features a dedicated targeting menu and vastly simplified wingman commands (just "attack" and "cover me").
Left stick X-axis: Yaw
Left stick Y-axis: Pitch
{X}: Fire Guns
{Square}: Hold for Targeting menu, Double click for Target Ship Nearest to Reticle
{Circle}: Fire Secondaries
{Triangle}: Hold for Ship Systems menu
L1: Press to Brake, Double click and hold for Reverse Thrust
R1: Press to Accelerate, Double click and hold for Afterburners
L1 + R1: Match Speed
L1 + R1 + A + B: Eject
D-pad up: Toggle Radar
D-pad down: Chaff
D-pad left: Previous Missile
D-pad right: Next Missile
Start Button: Pause
While in Ship Systems Menu (activated by holding Triangle), the following commands change. Unlisted commands (such as L1+R1=Match Speed) remain the same...
{X}: Toggle Blindfire (cannot be used if more than one cannon is active; automatically disabled if you select Full Guns for cannon config)
{Square}: Cycle Gunnery Modes
{Circle}: Cycle Special Abilities
{Triangle}: Let go of this button to leave Ship Systems Menu mode and return ship controls to normal
L1: Hold to Strafe with Analog Pad
R1: Hold to Roll/Bank with Analog Pad
D-pad up: Order Attack on Target
D-pad down: Cover Me
D-pad left: Previous Camera view type
D-pad right: Next Camera view type]
While in Targeting Menu (activated by holding Square), the following commands change. Unlisted commands (such as L1=Brake) remain the same...
{X}: Target Nearest Enemy Fighter
{Square}: Let go of this button to leave Ship Targeting Menu mode and return ship controls to normal
{Circle}: Target Nearest Torpedo, or Bomber
{Triangle}: Target Nearest Friendly Fighter
D-pad: Navigate Targeting Menu (appears as a categorized list to select friendly targets, enemy targets and enemy subsystems. Once the player has found their choice, releasing {Square} will lock it as their target).
Ace Combat 5: The Unsung War (PS2)
Being an air combat game, this game places banking control on the left stick and puts the rudder control on the L2/R2 buttons (not a bad idea, actually). It makes heavy use of pressure sensitive buttons to control things.
Left stick X-axis: Bank
Left stick Y-axis: Pitch
Right analog stick: Move camera
X: Fire guns
Square: Press to Display Map / Apply pressure to magnify it
Circle: Fire missile / special weapon / apply pressure to track the missile
Triangle: Change targets / apply pressure to track the target
L1: Throttle down (pressure sensitive)
R1: Throttle up (pressure sensitive) --- hold down very hard to engage afterburners
L2: Yaw left
R2: Yaw right
D-pad up: Attack my Target
D-pad down: Cover Me
D-pad left: Disperse
D-pad right: Toggle Wingmen Special Weapon authorization
Start: Pause
Select: Toggle (change) missile/special weapon
Push Down Right Analog Stick (R3): Change Views
Hope these examples are useful.