Here is how I handled moving forward based on rotation:
var SPEED = 200
func _fixed_process(delta):
var current_rotation = get_rot()
translate(Vector2(sin(current_rotation), cos(current_rotation)) * SPEED * delta)
NOTE: I used this for a top-down shooter prototype where the main character's sprite was flipped on the Y-axis. Because of that, sine and cosine might need to be swapped in your case.
Changing it to work with a KinematicBody2D (not tested):
if Input.is_key_pressed(KEY_W):
var current_rotation = get_rot()
var direction_vector = Vector2(1, 0)
move (Vector2(sin(current_rotation), cos(current_rotation)) * direction_vector