If it were friction causing ships to slow down in Freespace, you would not be able to enter a deceleration rate in the table file.
And what was the alternative? 10 year old game's engine calculating aerodynamic properties based on model shapes, or what?
"Lasers" in freespace actually aren't lasers. No matter what crazy stuff you do, you can't form light into a blob like that. Also, if light really traveled at 500m/s, you'd be able to tell when ships turned, how the shadows would grow on their surface. But it doesn't, it's instantaneous.
I say you'd be able to form light into a blob like that - you just wouldn't be able to see it. It's also not really a question of whether light really travels at that speed in FS universe because it clearly does, but whether all light travels at that speed. Since friction would suggest that FSs space is not void, but instead is filled with some medium, it's perfectly possible to have:
-non-newtonian behaviour of ships
-visible lasers
-different speeds of light depending on wavelenght
The only problem is that, since we suppose that visible light travels nearly instantaneously, those lasers would have to have longer wavelenghts then visible light meaning they're not lasers... damn:P so close:D
To be honest I find those arguments(table entry and visibility) on the same level I find arguments about Freespace ships hulls being utterly invincible untill there hps go do to 0 in which case they suddenly explode. Sure - the game works like that, but doesn't necessarily translate onto the universe.