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If you can't get the shot with 3 notches, you're probably not going to get it.
Iirc, two notches of flaps give best sustained turn rate, which is what most people are thinking of when considering "out-turning" the other fellow.
If bandit alts are high or variable, one might consider cruising somewhat higher than normal, in the 15K-20K range. This ensures that one will either A. Join battle at alts where the Jug's MIL/cruise speed is more competitive than other rides or B. Generally have the drop on the fight.
I've done alot of time in the D-11 in the furball lake. The thing the Jug does well besides boom and zoom and roll is dump speed and fly slow well. Note, I didn't say turn well at low speeds, I said fly well...it will just sort of sit there at ridiculously low speeds. Lots of people will fly by. But note this strategy is a *last* resort, it may work well against the bandit you are fighting, it also leaves you exceedingly vulnerable to the 20 or so other buzzards.
I'll add one more thing-conserve WEP. Come into the battle with the full five minutes, look for a breather to cool it if you look like you are getting close to running out. All Jugs gain tremendously from WEP; In the M and N WEP is the difference between being a LW monster and a pant-load.
Dear Juggler: You have a right to your opinion. However, I already know I am a reasonable "duellist". I have no need to fly as you do, and give up kills to those whose "skill" consists of flying spixteens and N1Kis in large groups to prove anything. The MA is a place of dirty, rotten, pirate stuff. Be the most heinous pirate of them all, I say!