Well, I've been able to fix the problem by increasing the turn radius for the FFG by a phenominally large degree over the standard value in the database... from 500 to 3000.
Now, this is good and bad.
The good is that I have gotten exactly the turning performance that you have described... well a little more speed lost, goes down to 19kts but that could be corrected by adding an even larger turn radius, and a circle the size of that you have described for full rudder deflected.
HOWEVER, the negative side of this is that it makes the FFG autopilot, used on turns to bearing and for the AI, completely broken.
So, I can get what you are saying to happen in the game, but the game is clearly not designed for that to be the case.
I need to do more testing, but I am afraid in this case the cure is worse than the disease.