If it's going to be that fast paced (faster than Starscape, which is about as fast as I can comfortably fight with Asteroid physics+controls, and is all keyboard), then I certainly won't have time to both do aimed shots *and* maneouvre my ship with a single mouse - this is getting into the dual-stick controller area where WASD is hard to capture where I want to point myself.
AD-turning can work if we abstracted WS like Chris suggested into stop-go. It's not Newtonian mechanics like Asteroids at all, but it will work like keyboard Drox (so-so in my experience).
Another layout from Drox for fast-paced combat would be just to have the ship turn towards the cursor at all times, but you lose on kiting, fire-and-fade + skillshots, and other nice tactics, etc.
EDIT: I did, in fact, hate the default click-move and click-shoot with the same mouse in Drox.
Firing arcs == guns not being able to fire in any direction, shields don't apply in every direction, etc.
I have to actually play this to get proper grips on pacing...