Played some more with this to see if time and familiarity would improve the preload system; unfortunately it hasn't.
The first goal stated for the rotation system is realism; I really think the preload mechanic as it stands is a step away from this.
In real life; you control the vast majority of your spin and flip in the air, not in your prep; having so much of the rotation determined by preload completely ruins the feel (and IMO, the fun) of the jump.
In my opinion, the best in air system would completely scrap any sort of preload for flips and lincoln loops, and drastically change the preload for spins:
- SPIN PRELOAD - should be able to preload just a small amount of spin (approx 270 degrees); for quick spins in small jumps, spinning onto rails, getting a fast initial rotation in jumps. This could be controlled either as it is currently (direction whilst holding jump prep); or with one button per direction (controller shoulder buttons?). Youriding has a basic implementation of this preload for spins which kind of works well.
- NO FLIP/LINCOLN preload - you don't do this in real life, so shouldn't be able to in-game.
- SPIN/FLIP SPEED could be determined by how soon after jumping the spin/flip button/direction is pressed? i.e if direction is pressed immediately on jump, spin is faster, if there's a short delay, spin is slower; - can work with controller analogue to finetune perhaps?
- CHANGING DIRECTION IN AIR - should be very, very difficult to initiate a spin or flip against momentum
In conclusion; to bring back the fun and natural feeling, your in-jump directions should be managed IN AIR, not ON GROUND.