As I said before, I think it is best to limit both acceleration with the governor, and to a lesser degree thrust due to structural limits. Vehicle specifications have all kinds of specific limits, but most are possible to disregard. So I say just make the ship not fly, or allow landing fuel shortages during reentry to end with a crash. These are the kind of realism details that proper thrust levels would allow.
I think that's a good point, there's some aspects worth discussing regarding rotation. Actually, it's not only rotational acceleration, but also rotational speed which at some point will end up with structural limits for the ships and its passengers being exceeded. I always wondered how it feels to be sitting in the front of one of those huge area capships when it's taking a fast turn...
Actually, and this is where it gets interesting, rotational acceleration is not only limited by the resistance of the metal and flesh structures, but also by the max push of thrusters and the distance between them. Max rotational speed is only subject to structural limits, and nothing else.
I'm speaking purely from a physics angle here, disregarding both game balance and limits that the craft's computer might implement in order to prevent the ship from becoming uncontrollable. But note that if my ship's computerized control do implement such a limitation on my rotational speed, then as the player of some crazy space pilot I WANT to be able to disable them! Which as of today I can't, obviously.
This being said, as for reducing the size of capships and stations, I understand there's probably a need from a realism standpoint, still I couldn't help but thinking it's a bit sad. I have to say this has me internally conflicted...