I remember WoT doing that, and it wasn't too noticeable as long as I was in a tank with a decent turret traverse speed. The US turreted TDs though... well, good thing they were TDs, because that would have sucked on a brawling tank. As long as the turret traverse speed is decent and it doesn't overshoot when you stop (ie get ahead of your mouse) it should be alright.
And they will need to a whole different system of them for Eldar, and eventually tau and Dark Eldar tanks.
The way tanks work during the short missions when you control one in the first CoD game is good enough for me. You'd have to adapt it for multiple people inside, but I don't want the game to turn into some tank simulation once you get in one. Grav tanks would need to be quite different of course. I was thinking of the way sandskiffs work in Borderlands 2: controls are pretty much the same, but you can also move sideways, and they even have a limited jump capacity.
Tank simulation? No. But a good feel to them is still vital. I'm not sure what the heaviest Eldar like vehicle we'll see, and I'm unsure if they should feel as lumbering. You can still have a sense of weight about something and have it be 'anti-grav', the trick is hitting the fine area between passing and unpassing.