Oh, you meant third-person-only ships.
I would suggest ditching the third-person-only control scheme. Go with a virtual cockpit for capitals. It would be a camera at the bridge location with a few HUD indications to show the orientation of the ship. Perhaps some scattered points across the ship’s surface to show its general shape. Or perhaps just a centerline indicator. Or a box enclosing the space of the model. Or do something fancier that suggests that the player is floating in a super-high-tech virtual control room. Whatever it is, it would be highly-stylized - because you don’t have the resources for anything fancy.
From there, the player can just look in the direction he wants to go, hit and key and then resume shooting or whatever. Shooting and target designation would always be from the bridge location’s vantage point, free of the problem of a model blocking the view.
Third person would not include any HUD indications - as with smaller ships - and would be used for sight-seeing, docking and so forth. The net result would be that small and large ships provide a consistent experience while being very different to fly. One is twitch turns and fixed guns while the other is fixed turns and twitch guns. Both are from a ‘cockpit’ with a third person view used primarily for tourism and close-in-maneuvering.
If you keep the third person control scheme for capitals, the camera is going to have to be set well back from the ship so that it isn’t always blocking the view of possible enemies. It’s pretty standard for third person capitals, right? That seems fraught with its own problems; modest exploits, situational awareness based on a location away from the capital itself, etc.