One of the things I discovered about physics is this. Nearly everything is based upon and scaled to the speed of a ship. One of the reasons everything moves so slowly with the Physics Project is to get everything to be a little more graceful looking. A speed range of about 45 to 95 for ships with fighters having speeds between 100 to 150 worked out pretty nicely. Combat speeds of about 70-80% of Impulse worked nicely as well. These speeds may not work with Fleet Ops. Another thing to consider is the mass of the vessel. the frontBackInertia value is used to simulate mass. Ships with more mass take longer to get up to speed, longer to stop and longer to turn.
I recommend you avoid trying to find "offical" stats. They all contradict each other wildly and are usually compiled by some FanBoy anyways. The compliers of these always seem eager to put their own spin on the values and then justify the deviation with some obscure reference which only they know about or can find or understand. What I did was take one ship and tinker with it until it looked "right" when it moved. Looking right means the motion it has in game is as similar as possible to something I've seen in the series or in a film.
It does not need to be an exact match. I model and mod for effect, not accuracy. After all, whom among us has ever piloted a 1,000 metre plus space going aircraft carrier with FTL drive? Somone like this, I might be willing to listen to if they say, "Hey, Rich? About how that Mercury class turns? You did it all wrong." If I can get the effect I want, the ship moves something like it does in the series. Now I have a baseline to adjust all the others off of. Far easier to ring in variations on a theme than it is to write new ones from scratch.
As to firing arcs. By default, a weapon hardPoint fires in all directions. Does not matter which way it is oriented, it will fire at anything inside a sphere defined by the maximum range of the weapon. So let it. Sometimes it will fire through your model at something on the opposite side. This does not happen as much as some think it does. In my Pegasus ODF, the only weapons which have firingArcs are the Main Guns in the bow. I gave them a firing arc of 160 degrees. This is expressed in the ODF as the value 1.61 My ships will blaze away at nearly everything in range, provided their weapons are not already engaging another target. Again, I have no idea how Fleet Ops does this, so my advice here may be little more than hogwash.