Nothing has changed yet, but we are holding the relative velocities - both in terms of straight-line speed as well as torque (specifically defined as the rate of change of the angular momentum around an axis) as independent variables; and we will be also be holding force accelerations for each axis.
These variables will be able to be adjusted by module-fitting at the ship level. Players will be able to add additional thrust, via modules, to various torque axes - in just the same way as they will be able to add additional straight-line/main-engine thrust modifiers (eg general engine enhancements, more powerful afterburners etc).
We expect most players who wish for additional maneuverability (also modified by skills trained ingame, as well as the modules installed) to generally install all-round (ie every axis) enhancements. However, for the sacrifice of a module slot, a player would also be able to choose to enhance a specific axis further (ie more torque on the pitch axis, or the roll axis, or the strafe axis... than a generic maneuverability enhancing module would provide).
The key thing here is that the moment of force will be stored, applied and enhanced on an individual basis if players wish. Just like adding a module that provides more straight-line speed, players will be able to install engineering modules that provide faster attitude adjustments on both a generic (eg jack of all maneuverability trades/master of none) and a specific axial basis (eg I want to be able to strafe a lot faster, but don't care about enhancing pitch rate).