Why do you think those effects are missing? 
Notice that I carefully did not state that those effects were missing, just that manual rudder inputs to correct for them are not required.
You can see adverse yaw at work by watching the ball as you roll into a turn. Rudder input in the same direction as the aileron is required to keep the ball centered. But, as you stop the roll and maintain the bank angle instead of some rudder required to keep coordinated flight 0 rudder input is required.
I do not use auto-takeoff or combat trim. From everything I've read you could not sit a the end of the runway, slam a P51s engine into WEP, and not expect a hasty runway departure despite full rudder input.
Now as you accelerate down the runway when the tail comes up gyroscopic effects start mercilessly pulling your nose a whole new direction, which just about the time you've got the corrected rudder input dialed in your in a stable stance again and gyroscopic effects have changed again.
But lets say you managed to get it off the ground and into a climb attitude. IRL right rudder pressure would be required to over come the p-factor trying to pull the nose around to the left. That same (or more) rudder pressure would be required anytime your dogfighting with the stall warning going off, since both stall and p-factor are dependent on angle of attack.
I'm really not advocating placing a huge hurdle of just being able to take off into the
game, I was just trying to illustrate the complicated effects that we don't have to correct for as virtual pilots. However, having to correct for p-factor and having to keep turns coordinated or incur a drag penalty would add an interesting element to those interested in good stick and rudder work in addition to ACM skill.