Ok I think I have the φ issue squared away. I think I really just have one last hurdle here, and it has to do with making things easier for programming.
Generally I am working with Δvalue because it's way easier for me to program things to change an amount from where they're at, rather than figure out where they are, where they need to be, and subtract. So I directly manipulate the Δvalue, and the new position is a product of the calculation. For example, if I am pressing the right arrow on the keyboard, the game character's xVelocity (variable) becomes 5, and after every refresh, the program is instructed to add the xVelocity to the xPosition, creating movement for the character over time.
But in the case of Δcosθ, it's all backward. I am directly affecting cosθ (well, mostly directly. By way of θ, at least) and then Δcosθ would need to be calculated out of that. What I really need is the relationship between Δθ and Δcosθ, so I can say "(cosThetaVelocity (Δcosθ)) = (rotationalVelocity (Δθ) altered by some constant), or put another way, "as the angle of θ changes, the value cosθ changes by some amount."
I feel like I should be able to get this part on my own, but I must be burnt out or something because I'm just going in circles and disorienting myself with trying to straighten out this seemingly simple relationship.
Hmmm... something just occurred to me. Maybe I should just turn the whole thing around and have the Δcos/Δsin values directly affected by the player's actions rather than Δθ. That would put it more in the direction I'm used to working. I'm still interested in what you have to say about how I framed it first though, because for all I know at this point, doing it that way would reverse some other thing that would screw me over.
Thanks a billion for all the help. I know this knowledge is going to help me over and over as I make games.