I get that simple wheel interaction menus are more user-friendly for new players, and conceptually a lot of things may seem like they only have one obvious purpose. But therein lies a key difference between simulators and arcade shooters.
X Rebirth had a simplified control scheme and far fewer menus (but also less granular control) because too many players noted that the steep learning curve kept all but the hardcore sim/sandbox players away. The simplification turned a lot of existing X players off of the game, though. If you look at the most popular mods for Rebirth, most of them try to make it more like X3—eliminating station walks, allowing full station discovery, better mining control, etc.— but none of them really make the control scheme more complicated, so it would seem that the players that really enjoy Rebirth prefer the simpler control scheme.
X3 is the exact opposite, though. The Bonus Pack aside, the most commonly used mod is probably MARS Fire Control, which, off the top of my head, adds something like 10-15 additional key bindings... and every single one of them is useful, time sensitive, and impossible to differentiate via a simple target-interact model—and a wheel would be too slow for my tastes. But controls aside, it alters the use of collection bays to double as drone release/retrieval. Then there are a number of mods that alter station and docking port interaction with additional command keys for communication/trade, plus there's ordering other ships in your fleet to dock, as you didn't only have one ship in the previous games (a feature that's returning for X4).
All that is to say that in a simulator, there are a lot of potential, non-obvious, secondary purposes for nearly all game objects aside from basic flight/shooting/landing/docking, and I think the EgoSoft team was smart to consider that the modding community may want to repurpose game elements in ways they might not have expected. That's part of what's so great about sandbox games.
As an aside, if you look in any real cockpit, there's a lot more to it than a stick , throttle, and pedals—buttons and switches galore. For me, getting comfortable with a large array of insta-touch commands feels more authentic. It's not arcadey at all, and certainly not for everyone, but there's a gratifying feeling that comes with the commands becoming second nature.
Regardless of your play style, the X series has a lot to offer, so I really hope you can find a control scheme you like.
Post edited August 10, 2018 by xixas