the way i would do it is id give every degree of freedom its own max speed, acceleration, and deceleration values. technically speaking reverse acceleration would be the same thing as forward deceleration, since the means of slowing down is the same as the means for going in reverse. for slide (a term ive always considered a misnomer, but will use for the sake of sanity) the acceleration would be positive rate and your deceleration would be your negative rate, so for lateral slide, the acceleration would be how fast you accelerate to the left and deceleration being your acceleration to right. this is what my physics mod does, except uses forces instead of accelerations.
of course it seems like this would cause some compatability issues with retail tables, so just stick a slide accel in the afterburner section. +Aburn For accel: is a float and not a vector, and changing it to a vector will piss off every modder on hlp, unless of course if you detect this at parse time and if only one number is found, stick it into the z component, assume x and y are 0 and use the data as a vector, otherwise pars as a vector. the x and y max velocities should go where they go now. of course this is inconsistent with the way normal slide acceleration is handled, so then we go back to just adding +Aburn Slide Accel: