Binding all your abilities frees up your mouse hand for much great movement. You should bind A and D to strafe instead of turn for a start. Then you should start to think about all the keys immediately next to your movement keys. These are q, e, f, c, r etc. Other keys are t, v, x, z, \ (I use my little finger on this). Depending on how long your fingers are you may find a lot or few number keys useful. Personally I use 1 through to 5.
Personally, I am NOT good with having keybinds surrounding the movement keys. I am just inaccurate and struggle if I have to move and use those keybinds at the same time. My solution? Old school Logitech G15/G11 keyboard. The new ones only have like six keys to the left of the standard keyboard. The way they used to make them, however, they had 18 keys there. I bought an 18 key version still new off of ebay or newegg (don't remember now). I have all of my movement (left+right to move forward, run toggle, backwards, jump and even strafe) bound to mouse abilities. I use a Logitech MX Revolution and use the back/forth wheel in the thumb-well for strafe as well as click and hold for backing. Button four is jump and five is auto-run toggle. I use the mouse totally for movement and leave my hand on the 18 keys to the left side of the standard keys to attack. With this setup, I can maintain a full rotation while moving and not have to strain finger reaches or odd finger combos.