Hey Sqwiglly, thanks for the post. Let me go over them to help clarify a few things. I don’t want you to think I am bashing your post, but most of it has been considered before and not implemented due to game play issues or we are doing what you suggest.

1.3minimum targets to attack for each side,6 maximum
Generally targets are 3-6 total. The formula is pretty simple. If you have 200 players and one target you will have 200 players over that single target. If you have 2 targets then you will have approximately 100 players over each target. It is a rule of thumb, but it works. Just divide the number of targets into 200 or 220 if you want and you will have a rough idea of how many players we will have at each target.
2.each object destroyed is a point value,guns are lower than buildings etc
Each Admin CM picks how he wants to score. Some score the way you suggest. Ghosthdancer and 68KO both have scored that way where every object is worth points. Others like myself just assign a target and give it a value of X points. Other still prefer an “objective based scoring”. Do this and you win, don’t do it and you lose. We have tried them all and IMHO each has merit so it is up to the Admin CM how they want to score.
3.pilots may fly any plane on the list in any force,no minimum or max in any way.this adds to the surprise of war and opens up planning.
Well the planning of each frame is up to the Frame C.O. as you know, but one of the jobs of the Admin CM is to balance things. What if a couple squads pull in some buddies from the MA and double or triple their numbers and the other side shows up with low numbers? Conceivably you could get 2 to 1 odds and that is not fun for the side with low numbers. Squad Ops is about designing an event that will give as many players as possible a chance to fly with their squad and have fun. Squads need to commit their numbers ahead of time so the Admin CM can keep things balanced.
4.bombers are not 45 points for all 3,its too much
most bombers under attack miss in the world of ah.
Not sure what you mean. Sometimes they are worth too much, other times not. The scoring will never be perfect.
5.once a squad joins a side they stay.this will gain familiarity anoungst the squads and helps in planning over the years.new squads are auto balanced
Most squads switch sides every month. We only have a few squads that like to fly Axis most of the time, so we can’t ask the squads that like to fly Allied to fly Axis for 6 months or more. Some would quit and come back when they get to fly on the Allied side.
6.no time limit on attacking targets.from what ive gathered this rule is so people dont get bored waiting for an attack.we are all the top of all ah pilots.we are elite squads that come here to test our teamwork and organizational, and planning skills against each other.the only ruler we have to judge by is the score at the end.want fast?go furball in the main arena.we come here to test our planning so if you choose to wait at the last target,its your plan.we all have flown for an hour in the main arena to get the advantage on the enemy,so why do we have a rule in here to prevent it?
This is not the MA. Again CM’s try to plan an even where most of the players will have a chance at fun. Flying circles around a target for 2 hours is not fun for anyone and it needs to be avoided in Squad Ops.
7.20000 ft alt cap.allways
I can think of some that would not like that. Many buffs were flown over 20k. In number 3 you mention wanting to open up planning and allow surprise, but here you want to limit the altitudes to 20k. That would not be in the best interest of the bomber squads.
8.wind should be on
if you wanna come with bombers it should at least be hard.we need the bomb drift back.the new bombsite is like kindergarden
It often is. Just depends on the write up.
I am not in charge of things any more, but I do offer my two cents to the CM's concerning events all the time. Many of these items have been talking about before, some years ago, but it never hurts to make suggestions.