Well, yeah, in Rogue Squadron you could tilt the ship by means of using the Z button, but as soon as you release the button the ship evens itself on it's own. There isn't much strategic advantage to tilting the ship in that game series, either: there is always this short of "horizontal" thing going on, there's always an up or down even in stages that happen in space and there is no need for such a thing. And yeah, even though the rest of the ships basically move in a 2d top down pattern the radar sucks big time: tiny, cluttered, has this sphere distortion for some reason, uses color that don't stand out from one another (like, red over orange? seriously?) It is basically undeciferable and pretty much useless, forcing you to rely on the targeting computer (which lowers your score).
And, yeah, I used it as an example of the "non tilt" thing, but I agree that Rogue Squadron games, impressive graphics aside, are pretty frustrating. The escort missions are atrocious, and the objectives are never clarified or explained to the player, so you learn by means of failing again and again. In this sense, I like Star Wars 32 X much more, as it is pretty straightforward: shoot ships within time limit, proceed to next stage: never gets old.
After Burner barrel roll should have been a separate button, as you'll be pressing left right left right a lot in a game that saturates the screen with enemy fire and missiles. I always enjoyed Space Harrier much more as it felt less of a sensory overload.