Firstly, bear in mind that modelling this symmetry is an optimisation. You don't need to capture everything, it's a trade-off between effort, complexity of representation and the benefits achieved.
Also, it doesn't help to be able to localise each individual piece in the a1-d1-d4 triangle. You need to worry about all the pieces on the board at once and how they relate to each other. It doesn't make sense to treat two rooks on a1 and h1 as actually both being on a1.
What you can do is to "normalise" entire boards with respect to the symmetry. You need some algorithm for deciding what the normal form is. For example you might decide to first transform the white king into that triangle, then do any remaining transformations that keep the white king there and move the black king into a standard location (I chose the kings because they are guaranteed to be on the board and to be unique). As you note, many transformations will only be valid if there are no pawns left and castling is invalid, which restricts the possibilities substantially anyway.
Along with that normalisation you need to track the operations you did to transform the board into its normal form, so that you can undo the transformation later. For example if you are presenting a sequence of winning moves to the user, it had better be on the real board, not the transformed one.
This normalisation is then useful in conjunction with any existing database of positions that you build up. If you know some property (such as winning moves) of board X, and board Y normalises to board X, then you know that property of board Y as well, subject to undoing the necessary transformations. When adding positions to the database, you should do this based on a normalised board.
I don't think that the underlying representation of the chessboard is particularly important to the usefulness of this technique.