What I'd like to see is less emphasis on airfield targets (other than the hangars themselves), and more emphasis on strat targets. What I mean by that is that someone porking random bases shouldn't kill a country's front. Instead, maybe dropping all fuel tanks at a field means no plane can take off for 5 minutes. Perfect for a well-organized mission: drop the field and a couple surrounding fields, but drop those troops fast or you'll have a swarm on your hands.
Have several fuel/ammo/whatever factories that serve the same function current fuel/ammo/whatever tanks already do. As those factories are destroyed, the bases connected to them have less and less fuel/ammo/whatever available to them. That would make level-bombing (and dive-bombing dweeb lancasters, I suppose) a fun and useful sortie. As it stands, right now I don't notice if our cities and factories are leveled. It doesn't really affect my play.
Maybe change radar factories to radar bases with extended range, and remove the radar from fields themselves. (Have radar bases cover a two sector radius, that'll make them pretty important targets to furballers and strat guys alike.)
Hm. Re-reading the thread, I came across this:
for festerma i will most likely keep the middle section (furball area) the way it is but will change the other zones and make them more distant.
I like fast furballs but I like longer missions too and I want to choose at will between the two on the same map at any given time.
What if
several of those "furball fields" are tied to an external field's town? If you don't like that idea, I'm sure you can still come up with ways to combine fields that share a single map room.