Yeah, the claw has been a must-take-no-brainer for captains ever since I can remember, before the mobula. It's to the point where I think that the game would be better off without it. It's been high time to have it fixed. In fact, I think the claw is one of the main reasons we don't see many squids around.
Muse, you gotta follow the clear use and distinct effect philosophy of your design doctrine. Make the claw whirl the ship around even faster at the cost of outright shredding engines or armor. Make it "lock in" the effect for X amount of seconds once activated like hydro or chute. Make it very noticeable and able to save the day if used right, but very punishing if used wrong. Think of it like the "handbreak" turn for airships.
Heck, go for broke and make TWO turn-y items: a claw ( for turning clockwise) and a talon ( for turning counterclockwise). So the ship will turn SUPER FAST, but only in that item's direction, and only for a limited amount of time which is "locked in" a la vent and helium. If a pilot wants both directions of horizontal turning mobility, they WILL have to sacrifice the item slot for it.
On that thought, I'd lock in the effects of kerosene for X seconds after deactivation as well to distinguish it more from moonshine. It would have less risk, but require more foresight and timing on the part of the pilot.