Okay, so this will be the point that I have to say that you are way overthinking the answer to his question just a tiny bit. I SERIOUSLY doubt the programmers were having any of this discussion when deciding on a control for their game
One things for sure, that games back then were made to a much higher standard than today. The reason, is because the games
had to be interesting and difficult enough to keep money flowing into the Ops pockets. If a game was too easy, and people played on the machine too long.. Ops would complain, ask for refunds, and possibly canceled future orders. They spent Months testing and revising games difficulty and level design. Usually, the games could last many years without bordom, to the casual player.. and hold up many years to even the hardcore players.
Initially, a lot of games were Abstract. A lot of this was due to graphical, ram, and processing power limitations. As power increased,
games began to drift more towards realism. Today, it rare to find any designer making Abstract games. (which is a bit of a shame)
Designing games wasnt just about putting food on the table. Any of the greats will tell you, that they did it because they loved to
create these things. They loved games. They loved making new things and pushing the boundaries of what was possible with the
limited hardware. They almost always pushed the hardware to its chocking point. Often doing things with hardware, that even the
hardware creators didnt realize was possible.
Game designers / Creators, worked very long hours.. often getting very little sleep. They often slept, ate, and lived in their offices..
trying to make the deadlines. And or trying to pack more stuff into the games.
As both an Artists and Designer, I look at all aspects of a games design. This includes realistic / cool looks (nice engine thruster flames) , as well as propulsion, gameplay, specialized & unique controllers, story line, and more. Its no different from the past. But as said,
it depends on both the designer (to decide if it will be reality based or Abstract).. and what technological level of hardware they were working with... as well as how well the prototypes play, and how well they scored on tests.