Close, but not 100% exactly what I had in mind. Steering still doesn't happen fully in camera space (which sounds weird I know). If the camera orbits 90 deg - yaw becomes roll in camera space. I'd like to avoid that. My idea was to eliminate perceptual alterations/flipping of controls due to viewing angle change, as much as possible. The focus is what is seen in the environment, not the ship.
This is kinda hard to verbalize. It got me intrigued so I made a small demo/test to see if the whole thing makes sense. The idea is to steer almost like in first person view regardless of ship orientation, so when playing, if I want to bring something into the center of the view - push buttons that are in direction of that something on the screen. This I think is best mode of steering in fights where your primary goal is to keep targets in view and your ship's actual orientation is secondary.
In the demo, when camera is not locked, perceptual control direction flipping will still occur when the look direction is opposite of ship's forward direction, but this could be tolerated I guess.
I also exposed some other parameters to play with, including camera lag in locked mode, to better suggest that you're actually steering.
Catharage - controls demo by nenad2d
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