I figured the physics engine was as robust as you say it is, and that's why I figured this would be an easy fix.
Hey come on now, that's just snark. As Alex has already said, it would be trivial to implement some sort of system that scales your speed bonus depending on the angle you want to accelerate away from your current heading. What you are talking about is not a
fix, because evidently there's nothing broken.
What about the buttons on the main menu?!?? surely they could be improved and made more intuitive by increasing their width by 2 pixels??!?!?? Maybe, maybe not -- it's hard to tell but who gives a ***?
I bet if this sort of behaviour was available as a hull-mod that cost 2OP on your conquest, you wouldn't use it in exchange for the tiny bit of flux capacity.
Incidentally, I really like the way it works right now lore wise, because it suggests that the ship-engine technology is not fully understood / fully under control, at least within the Sector. As in, pilots have to learn to deal with these quirks because we don't really know what's going on when you push your engines inside the magic warp bubble. Even better, perhaps as part of the campaign you can uncover a crash-landed alien drive core or some other magic on an isolated world that enables this control of speed boosting. That sort of thing....