The problem with increasing turn speed is that the ship becomes the goto ship for every pilot who does not like thinking ahead and anticipating enemy moves... Which means every less experienced pilot...
Personally I don't know what should be done with it.. In a balanced match of players who know their salt, its one of the absolute weakest choices, meaning its unbalanced.. But in a lobby of less salted players, it manages to get wins due to the easy "point and shoot" play style...
It doesn't need to be much. Awhile back Muse did a half a degree speed up in dev app and while it was still slow, it was enough to make it bearable. Point is, you'd be surprised how minor they need to tweak the Pyra to give it the turn rate boost it needs to counter it's shitty health.
As far as mental ability of pilots. The ship is already so weak that it just gets outclassed no matter how much mental prepwork a pilot does. The only position left to it becomes a support ship of some kind. The problem is with the Pyra that it is so damn slow it can't do that well because the moment someone sees it, it'll be focused on and killed.
Lets look at all the ships that can be support ships and see why they can excel in that role:
Squid - Fast, light armor, and quick hitting. A harasser. Can go beyond support but only with pilot skill and build.
Spire - Slow and an easy target, but makes up for weakness with firepower.
Galleon - Very slow, big target, but massive firepower and hull HP to counter focus fire.
Mobula - Slow, great vertical, high fire power. Great sniping platform that can also handle CQC in a pinch.
Goldfish - Fast, easy to repair and crew. Very dependent on forward gun staying up at all times.
Junker - Jack of all trades, can handle sniping or CQC to support an ally well. Lacks any speed to intercept. Has absolute insane armor due to gun point hitboxes.
The Pyra for over a year has been an attacker. Support roles were never a strong suit except for it's original days. It just lacks the flexibility. If you are going support and want total flexibility, you want Junker or Mob. If you want speed and the ability to change up roles on the fly, you take Squid. Firepower/sniper, take Spire/Galleon/Mob.
Right now say the Pyra goes sniper support on the side...it'll have maybe one engagement before it is focused on hard. Just no way it can dish out the ranged damage to do anything before foes are in it's face. Now say the pilot uses tools to shift ship orientation to address the oncoming attacker...the attacker only has to evade once and get in the Pyra's massive blindspot. There it'll likely be able to unload a whole clip into the Pyra before it can get it's gun arcs back on.
So evasion options...everything it has is tool based. In that situation. Gunning engines might work for a moment. But under sustained fire and with slow movement, how long will those engines last? Armor is going to drop before it breaks. Similar situation with Claw. Now Hydro, there is an option. But vertical is so slow that unless it is buffed, it won't do you much good. Chute is an option but again, so slow it won't buy you much time. Either way, vertical tools leave the vessel too weakened for more evasions so the ship just folds up.
You just run out of options too fast with the Pyra. You can say, plan ahead or think better till you're blue in the face. It isn't going to mean squat when the vessel is just outclassed by everything now.
If the ship is tuned for beginner players to prevent them from overusing it, you get a vessel that is a laughingstock which experienced players run circles around. No one really takes Pyras seriously anymore either way. However, if you tune it for experienced, you'll suddenly have experienced players thinking about loadouts and builds more as even in novice hands, it has the potential to be a threat.
Which is what it all comes down to...is the Pyra a threat right now? Answer is no.