I know exactly what you mean, and I'm so excited to see you approaching it with this attitude! I feel like the games these days are moving toward a mindset that the more control you give the player, the better - but this simply isn't true! As with everything, in moderation
Yeah, Determinance is the one I was talking about. I agree, the flying was corny... the thing that bothered me about wrist movement was that it was all manually controlled by the player, which was just clumsy. This is a perfect example of why some things just have to be automated, but you have to be careful with it so that it still feels natural to the player, like having the wrist extend and contract with respect to the pitch of the arms rather than making him manually control the position of the wrist.
The trick is giving the player the illusion of having the most control possible, but you have to build in certain limitations and automations so that it still functions physically true to the way it would in the real world (such as having predefined "swing guides" or whatever so that the player is forced to following through with a swing at a certain point). Like you said, keep it simple.
As for your issue, I don't know your current plans for that but honestly I wouldn't worry about it until you really notice that it's a problem. It might turn out to be something the player can simply get used to and exploit rather well with just a little practice.
I don't know, I'm just doing a lot of talking and rambling now. You're the expert on how all of this works, whereas I really have no experience whatsoever. Keep up the good work!