Hmm - I don't think using "consistency" as a metric for whether a UI is good, and as a primary design goal is a good idea. The two screens are not the same and not every interaction translates equally well. Consistency has some value, for sure, but it's not the only thing we should look at.
A quick example: right-click and drag to move the view in the combat and campaign map, vs right-click, release, and drag for the same in the main campaign view. It's inconsistent, but the context is different, and using right-click as a toggle there felt *much* better.
Fleet movement in the main view and setting course on the map are pretty different in terms of player interaction. One is a real-time control, one is a much less frequent longer-term decision. Heck, prior the the .1 release, the only way to lay in a course was from the context menu. Taking a usability improvement - i.e. allowing right-click to set and cancel course - and using that as the basis of a UI rework (which imo sacrifices usability by not using left-click for some important actions) seems a bit much. That it requires a new, otherwise undiscussed feature (main view context menus) to make it "work" is also a warning sign - cart, horse, etc.
That said - thank you for the suggestion, and for putting thought into it! These are very interesting and useful things to think about, and I've ended up thinking about it quite a bit here. I think I have a better mental grasp of it as a result
FWIW, what I think is a general "rule" type thing to get out of this - consistency is important for UI interactions for performing similar actions, but not necessarily when working with similar concepts. For example, if left-click brings up a context menu somewhere, if at all possible, that's how it should be across the board anywhere there is a context menu. Right-click and drag to pan maps and scroll lists etc is in the same vein. But some actions aren't going to translate between screens even if the concepts are the same. The actions are different even if the concepts are similar, and trying to force the same UI on them may end up being detrimental. It's *nice* to get consistency in that case as well, but it can't be the primary goal.