The short answer is yes, AB follows physics.
My history with the game tells me that AB follows some general laws of physics, including those regarding torque: Force = Torque vector x radius vector = |r|*|T|*sin(<r|t).
Basically, the torque you exert is fixed at one of 2 values (red thrusters or silver thrusters), so to maximize force, you must make the radius vector as large as possible, and mount the thrusters perpendicular to this radius vector, as sin(90DEG0)=1.
Pictorally:
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.X
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Will turn much faster than
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| X |
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and
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.X
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where X is the center of mass (COM).
Also it is worth remembering that the radius vector is drawn from your ship's COM, meaning it is
almost worthless to attach thrusters very near to a section of concentrated mass, unless that mass is dwarfed by a larger mass grouping elsewhere. Think about trying to spin a hammer by pushing on the heavy metal head instead of on the end of the handle, or opening a door by pushing right next to the hinges.
Conclusions to be drawn:
--Long, narrow ships with its heavy items in the exact center will out-turn any ship of the same mass and shape that has its heavy elements at the ends when thrusters are kept in the same position.
--Always wire thrusters symmetrically about the COM (eg your A and D fire together) to create an equal-force pair, or if you have a non-balanced ship, give it more thrusters near the heavy section to approximate an equal-force pair.
--------Using only one set of maneuvering thrusters (only A & B, or only C & D) will also create xyz velocity and reduce the turning moment.