I realize this may not be practical, but it's kind of weird that PCs have been more or less stuck with a protocol designed for XBox 360 controllers for 2 decades now, while the locked-down console space is seeing much more experimentation and innovation around input. The original steam controller at least hinted at being sort of an open platform for this sort of thing, although it didn't really take off. Fingers crossed for the new version.
https://docs.handheldlegend.com/s/sinput/doc/sinput-hid-prot...
I don't think Steam has ever published specs for their protocol. And without Steam, their old controller would fallback to a mouse/keyboard mode. The Linux kernel drivers (that didn't require Steam) were reverse engineered. Hori released a Steam Controller recently. Even that still had an XInput fallback switch.
I used that to set things like boost in rocket League and it felt super intuitive.
Also set rotate left and right to the grip triggers (roll in aviation terms I guess).
They should have put them just above the joysticks, like the PS5 controller
Better, they should have made them detachable with a magnet, similar to the Switch JoyCon's system, what a missed opportunity
Microsoft really did it right with the XSX controller. They took the old X360 / Xone design (perfect for large and medium hands) shrunk it slightly and then added cut-outs and and angled button surfaces (perfect for medium and small hands). The Elite is similarly good, with the back buttons being elongated and thin, meaning everyone can reach them comfortably without them getting in the way.
Back buttons would be another nice one. Right now there's just 2-4 buttons too few on controllers, and it often leads to strange button mappings that either shift with context or require multi-button activations, which gets even more annoying if you have to do it during, say, a jump.
I don't understand how that would be in any way ergonomic. The new Steam Controller's layout has a proven track record with the Steam Deck, which is essentially identical. It allows you to play KB&M games like Alpha Centauri on the Steam Deck without any external peripherals. It would be utterly unplayable if the trackpads were in the same place as the PS5's pad, which is basically just used to open a menu or map or for gimmicky in-game gestures.
It's extremely complicated however (like many things USB), which is probably why everything just emulates an XBox 360 controller like you said.
Like you, I also used this for boost on Rocket League and it was surprisingly intuitive. You can map it to the triggers lowest threshold to emulate it but without the tactile bump to rest against it just won't work.
Gyro aiming completely solves both fine aiming and tracking aim on a gamepad when paired with some kind of touch sensitive control for enabling the gyro (natural recentering).
In console FPSes they just automatically track the enemy if they're near your crosshair and call it a day-- giving everyone an aimbot instead of solving the UX issue.
Steam Controller weight: 292g.
Nintendo Switch 2 controller: 235g.
Sony Playstation 5 DualSense controller: 280g. DualSense Edge: 322g.
Xbox Wireless controller: 280g. Wireless Elite series 2: 345g.