I'll have to look in more detail to your code, and I am not familiar with the underlying model and the XML used to code it, but roll, yaw and pitch "stick" forces are all affected by q.
If the question is on how much the flight controls "feel" that dampening, than that's another story, and different simulators use different approaches, specially to overcome the limitations imposed by thekind of hardware we use in our desktop flight simulators.
I always suggest an algorithm based on "q" do determine "stick forces". MSFS has it's own core filter, x-plane gives their users the chance to design their own either through Plane Maker or dataref manipulation, but ortherwise imposes no stick forces, which makes "flying" it's aircraft really weird....
I know that in the gliders I fly IRL I sometimes have to use both hands to counter the aerodynamic forces, or turbulence effects
If, OTOH, you're referring to aerodynamic roll damping, like in
here then that's a different story
A source of some interesting MSFS-related documents is
here at Hervé's site. Yves Guillaume's article is a Great read!