I didn't mean you should solve this type of problem with a rate-of-change.
Ah, okay, I misunderstood - it's the equivalent of e.g. a JSBSim <kinematic> tag to make the airfoil moving a time finite.
I actually define these before starting to tune an AP at the stage where I do manual control - I've learned that the hard way when very sharp gimbal movements in the thrust vector controls killed me every time due to over-acceleration in a frame.
I guess if you don't have that large control effects then you can afford to do it afterwards, but my understanding is that it'd be good to put the finite time airfoil movement in before tuning anything.