I think many of us were hoping for you to nail the psuedo-realism angle. Instead, you've eliminated the radar spin element altogether and replaced it with a different sort of gameplay. It's now more of a pure video game rather than a cool video game with a pseudo-realistic aspect.
I'll admit, I never originally intended to try to make this game a radar simulation. In the original(small sized window) version of the game, having a proper radar worked out well. After increasing the screen size however, it didn't look as great. Since at the far edge of the radar the line moved so much between each frame, it looked as if it was jumping instead of smoothly fading. I slowed down the revolution speed to try to fix that problem, but that caused it to take so long to finish a revolution that targeting the more difficult enemies too difficult.
I and a couple friends played around with a number of different implementations of the radar(sweeping, two sweeping at once, the previous two at various speeds, and the current system), and found that how it's implemented now is the method that works best by far.