The USB a is a full size connector that is able to withstand frequent unplugging and tension, so I recommend always plugging and unplugging via the USB-A end of your cable. My solution as pictured was to use one of the mounting screws and the corner of the pcb holding the nano to clamp the wire in place, and then to simply leave the wire always plugged in unless shipping or otherwise risking impact to the plug. IMPORTANT::::: the usb connector on the arduino cannot handle the weight of the wire over time, and the connection will fail over time unless the weight of the cable is supported and the connector is inserted and removed as rarely as possible. I used the center to mount some levers to make it easier to press the buttons on the underside, as you can see in the images, because it's hard to push the buttons quickly when you are just pushing the buttons directly with your ring finger. Instead of drilling a hole to run the wires through, I recommend a cutaway that runs from the bottom of the board up about an inch or an inch and a half, and to one side of the buttons on the underside of the board, not the center, that way while assembling or troubleshooting, you can easily remove the entire electronics from the board without disconnecting the wires to the rear components. if plywood is uncomfortable for your hands, you can use some finish or paint on the board before you mount the modules. It's great to have the modular design so that you can play around with the specific locations of the components. I simply used a thin 3/16 plywood board as my chassis, and some #4 1/2inch screws to mount the modules to the board. Also, the solid core wire doesn't flop around, so you can use extra long wires to make it easy to assemble and troubleshoot, and then they will stay put once you put everything back together. I used regular solid-core wire and through-hole components because it's easy to assemble and troubleshoot. Use a clamp to hold it to a table if you aren't able to grip the prototyping board itself, but you can just hold it. You can use a hacksaw to cut the prototyping board. I don't know this creator, but it's a full-featured very powerful app initially aimed at using rc controllers on pc.
The controller uses a "driver" that is available on github, and the sketch that is posted with it. I decided to make this project after loving FPV, but not the simulator, and wishing that the same experience were available in a space game. On a normal gamepad 6 axis would require the use of buttons in unusual places, and the only two other options for 6 axis gaming are some assortment of buttons on the keyboard that require your more fingers than you have, or a complex set of joysticks that are difficult to use casually with your feet up.
My project is designed to make casual 6 axis space navigation a possibility.