I honestly can't see FFG making such a radical change to the game. The rules are really simple to play as the game stands, with all the information you need to know right there on the pilot/upgrade cards and ship tokens. In fact, the only "rule" I can think of that's not somehow represented on the board is the +1 attack die/+1 defense die bonuses for range.
If you toss in extra bonuses to hit/damage based on angle of attack, it's one more thing you need to do every turn, and then you have to argue about which facing of the ship is mostly in your fire arc for damage purposes, etc.
In a "realistic" sense, I don't see much difference in an X-Wing blowing apart a TIE Fighter in one round, regardless of which way its facing. Sure, the profile of the TIE is huge vs the TIE Advanced, so from the side, it should technically be easier to hit, but the values for Agility, etc are abstracts for the purposes of the dice pool, so you could interpret it in a number of ways.
I think the "critical hit" cards add enough extra "realism" to the ongoing battle to keep it interesting, we don't need to go adding more rules to the basic mechanics of the game. I've had a great response from first-timers who loved how simple the game was to pick up, despite the intimidating look of it, with the various tokens and cards, etc.