Spoiler: On that note...Here's where I stand.
I'll be honest, I think the best way is to somewhat treat it similarly to A_ZoomFactor...
If SetRoll is called with a flag, such as SRF_USEYAW for example, I would think the best way to maintain that is to toggle a little boolean on a player so whenever mouselook and such is taken into acount, it will truly mean turning the screen in any of the four directions. It would remain on until such time where SetRoll would be called again, without the flag, whenever the map changes level, game quits, etc. A map-only scoped lil' boolean value if it's on a PlayerPawn entity.
I'm welcoming your thoughts and suggestions, and I ESPECIALLY would like to hear from Randi/Graf first before I start taking more affirmative action.
Side note: Planning on an A_Shudder mechanic. Think of it like A_Quake but for rolling instead.
And what I've mentioned above doesn't discuss adding any sort of input for rolling. All it does is tell the engine to turn/pitch the camera and factor in their roll. If someone else has any bright ideas on that, all yours. I'm just doing the DECORATE/ACS stuffs.