Update 6:
Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm
Your code runs smooth to me. No spikes whatsoever. Tested it with the following code added at the end of the updatePoller function.
var shadow:Sprite = new Sprite();
shadow.graphics.beginFill(0xFFFFFF, 0.01);
shadow.graphics.lineStyle(1, 0xFFFFFF, 0.8);
shadow.graphics.drawRect(0, 0, 25, 50);
this.addChildAt(shadow, 0);
shadow.x = shipContainer.x;
shadow.y = shipContainer.y;
shadow.rotation = shipContainer.rotation;
The 100 fps version tends to get non-uniform patterns, but it's normal because based on your calculation, it can't be possible to render 100 frames in a second, if calculating a frame takes more than 10 ms. So, for me at least, the last code runs smoothly, on 30fps.
As for the fuzzy part, a major dooh, and hopefully you won't get mad with me asking: Is there any chance that the fuzzy / blurry effect is because your Monitor? Even at 10 ms response time on an LCD Monitor, a white rapidly moving something imposed on a static black background, tends to look blurry.