The nice thing about using behaviors is you don't need to worry about TimeDelta, because it's handled within the behavior.
You can simplify your events and it will behave exactly the same and be more readable:
+ MouseKeyboard: Key Up arrow is down
-> Sprite: Set force Sprite.value('Thrust') towards (Sprite.X + cos(Sprite.Angle), Sprite.Y + sin(Sprite.Angle))
+ MouseKeyboard: Key Left arrow is down
-> Sprite: Set torque 0-Sprite.value('Rotation')
+ MouseKeyboard: Key Right arrow is down
-> Sprite: Set torque Sprite.value('Rotation')[/code:1fvwdf3w]