it's because they missed a huge component of dogfight mechanics. for a dogfight to be engaging, the physics and control needs to work in a way that froces players to constantly be moving to get a shot on the opponent. in the above game, players just want to settle down to a slow speed and unleash fire for long unbroken periods of time. it's likely yaw is just as efficient method of turning as roll plus pitch. if you nerf yaw relative to roll and pitch, the mechanics of the game would probably vastly improve. but i don't think that then fits the style of game they've designed. the above looks great if it's just a small portion of a larger game. there is a place for battles like that, but an entire game focused around it - nope.