It'll be a lot more complicated. It would involve ditching the entire rotate-towards-position action because it automatically chooses the shortest distance, and once you pass the 180 mark it will immediately reverse direction. Momentum would mean there would be carryover in the opposite of the desired direction for at least a few pixels.
You would have to calculate rotational acceleration and apply it manually with always set angle actions, letting positive values represent clockwise rotation and negatives for anticlockwise.
When the difference between the current and desired angles is between 90 and 180 degrees you would increase the acceleration towards the cursor, and when it's between 90 and 0 you would decrease it until it coasts to a stop at 0.
Since the only value we're modifying is acceleration, the slow turnaround would handle itself as the value nears and then coasts past zero. The tricky part is getting the system to understand which way to turn, especially when dealing with the 360 = 0 point.
Now that I look at it, the rotate-towards-position action will accept negative values. It might be possible to mess with this value to approximate the effect...
EDIT: Now that I look at it all written down, I think this code as written would cause it to simply rotate around the wrong way, because as soon as it passed 180 it would still take the shorter direction.