It might just be my imagination, but it seems like your fighter is slightly more maneuverable when you use all three axis (axes?) of rotation at the same time. In other words, pullingup/left/rollingleft at the same time helps you make that turn when you get a head-to-head engagement. For me, it's sort of like watching those Maras and Dragons make that nifty little half-sliding turn. I admit it doesn't work 100% of the time, but it's helped me get into position behind the enemy on several occasions.
Other good tactics (or strategies) for me...keep your bursts of fire short (especially if you're using something heavy, like the Kayser) or go with something that doesn't suck your energy down. Subachs (and Mekhus) are pretty good against light fighters and bombers, thanks to that rapid-fire of theirs. (Although you have to be careful about taking on heavy bombers and fighters with them).
If you have a good dogfighting missile, like the Harpoon, use it, but use it wisely. Don't just fire off two or three rounds during your first pass, even if you have a lock. Drain some shields, lock your missile on (at the same time if you can manage it), fire off that last kill shot, then go looking for a new target.
As far as dodging enemy fire, I always try to just jerk the controls almost at random. This works okay against fighters, but you'll need to out turn them and get in behind. Getting out of range for a few seconds will work okay against "dumb" targets, but interceptors and attack fighters will still catch your rear.
Beam turrets are best avoided altogether, usually by never getting within close range of them. This is where trebuchets and maxims really come into their own, because they both have the range to let you engage a cruiser or destroyer's turrets without ever coming into weapons range of the ship itself.
Good luck.