OK try this on for size:
$Rotation Time: 3.0, 2.6, 5.0
$E Rotation Time: 3.0, 4.0, 2.6, 2.4, 5.0, 5.1
+engine01: 0, 0, -2, 2, -0.5, 0.5
+engine02: 0, 0, 2, -2, 0.5, -0.5
+wing01: 0.5, 0.5, 1, -1, -1, 1
+wing02: 0.5, 0.5, -1, 1, 1, -1
Using $E Rotation Time will override $Rotation Time if present. Values are x (pitch) down, x up, y (yaw) left, y right, z (roll) left, z right
Specifying a subsystem after $E Rotation will tell the game to: If that subsystem is destroyed, to add or subtract seconds to/from the $E Rotation Time, with a minimum total of 0.5 seconds, and maximum of, say, 100.
EDIT: Please note that the above is only a concept of how the table could work.