So in space, aerospace fighters have so much turning potential that you dont need this. What I mean, is that just 1 thrust point in the 1 minute space turns can spin a fighter like 40+ times easy. 1 thrust point in 1 minute can spin the largest ship the Leviathian 5 hex turns, but the warship has issues with its length causing centrifugal force stresses along the spine (like how toppling buildings crack in the middle), meaning spending 1 thrust per hex turn on the largest warships is actually fine. But fighers have no such problem with their small size, and can safely spin like a top.
Fighters in space 'SHOULD' operate like infantry on the ground, with no facing... they are so small and over thrusted PLUS with VTOL/vectored thrust abilities for free, so facing changes would be nothing for them. The 'newtonian' physics of vector movement is all wrong, none of that math works, so its fine to toss that.
Fighters in the Air using vtol on the other hand have other issues. Most importantly, you have to be moving slow for the VTOL to mean something... moving fast and using the vtol thrusters just lets you climb elevations more, as you are generating lift and drag when moving with speed, so the belly thrusters just push you up. (Aerofighers have ridiculous climb rates, they can go 90 degrees vertical no problem. Its only going down too fast that they have trouble with) If you wanted, you could use the vtol thrusters on an aerofighter to act like a WIGE or VTOL instead, by drastically reducing your speed so you dont operate like a fixed wing lifting body. I think a 6/9 aerofighter being able to act like a 6/9 vtol or WIGE is pretty fair, and a better representation of the VTOL ability then just spending 2 MP to hover and do nothing else like how the current rules work. Its really an issue of speed... if you go too fast, you cant help but start flying and suffering turning drag cause of those wings, so your 'vtol' speed should be pretty slow, but it WOULD let a 6/9 aerofighter turn on a dime BECAUSE it is going too slow for drag to kill its turn radius.