I think in the original tactical they did move first then turn to fire. I think it makes little difference. I would go with whatever is easy to program, 3D battles are hard enough to code.
I was trying to make the 2D window click fest exactly like the original Rebellion. Once I realized I am buried in layers on windows complexity...I think rewrite of the code to use ZOOM like in SoGE. I realize do whatever the engine makes life easy to do.
DB pro does have a simple 3D command to pilot a ship. You use something like point in this XYZ direction vector (it can be stored easy in a 'string' form path for it to follow) and move a small distance in that direction. The model is lead by the nose through space. The model has a front point that follows the line and it looks like Move and Turn simultaneously but that is just a nice quirk of the 3D battle engine so I go that way. But if you are doing something different, by all means use the shoot and scoot method for raw programing to make life easier. I think it will not make any real impact on the game.
I hope some one including me

will actually get something out the door. I know we are all doing our own way, but I think it will be a good thing once a leader emerges. That way if one project dies, there still is hope.