You need thruster setup like this:
All distances from center of mass shoud be equal. for eg 100 unit to t he left and right, 100 up/down and 100 forward/back. This way all forces will act in same way.
Another tip is: make box (or traingular shape) for physics body. Make sure this mesh is symmetrical. Make it invisible, then attach visible model to it, but model should have no physics. This way you can have assymetrical visible model, all while physics works as intended. Asymmetrical physics model will result in spaceship drifting,
To move forward, you apply same force to both red vectors, to turn you apple +force to one of them and -force to another. Same with roll and pitch.
Now tricky part, you want stop rolling at 30deg. You can use math for it ie, calculate force to nullify momentum your ship has, its not trivial.
Or you can use angular damping, ie make it quit high just before ship rolls to 30deg (or when player releases button to roll urn).
I am not sure if you are making realistic spaceship turning, or its more like airplane in space.