TexMurphy said:BnZ
x2.0 Dive, Energy Retention, Gun power
x1.5 Roll, Speed, Climb/Accel high alt
x0 A-G, bombing or what ever non applicable stat to fighters
E Fighter
x2.0 Climb/Accel low alt, Energy Retention
x1.5 Roll, Turn low alt, Gun power
x1.2 Climb/Accel high alt, turn high alt
x0 A-G, bombing or what ever non applicable stat to fighters
Turn fighter
x2.0 Turn low alt, Gun power
x1.5 Turn high alt
x1.2 Roll, Climb/Accel low alt
x0 A-G, bombing or what ever non applicable stat to fighters
Slash N Run
x2.0 Gun power, Speed low alt
x1.5 Climb/Accel low alt.
x0 A-G, bombing or what ever non applicable stat to fighters
JABO
x2.0 Bomb load, Dive
x1.5 gun power, Damage resistance
I like this idea. However, your proposed weightings make no difference between E- Fighters and BnZ rides. Also, IMHO the stats currently on the page don't include 2 of the most important factors for E-Fighters and BnZ rides. These are zoom performance (as opposed to just normal ROC) and dive acceleration. Also, there's the cockpit visibility to consider.
So I'd tweak things like this:
1. E-Fighters
When I say E-Fighter, I'm talking about something that hangs around within d1k-d2k of the nme for a significant period of time, maneuvering with and against him the whole time, converting speed into angles via repeated vertical moves like high yoyos, lag rolls, etc. In the process, the nme is forced to blow lots of E taking evasive maneuvers until such point as its bled down and can't get out of the way when the E-Fighter comes back down from his 3rd or 4th high yoyo. Then the E-fighter inflicts fatal damage in 1 quick pass, having never even tried to get the nme in the sights until this point.
To do this, a plane needs the following:
1. High speed (say 1.5x)
2. Great zoom and/or great dive acceleration (say 2x each)
3. Decent roll rate (say 1.5x)
4. Heavy firepower (say 2x)
2. Slash and Run (aka BnZ aka standard Damned tactic from AW to now

)
This is a plane that either through its design or the incompetence of its pilot comes screaming by at very high speed, blows 1 pass, and runs away into the next county before attempting to turn around.
1. High speed (say 2x)
2. Heavy firepower (say 2x)
3. Good cockpit visibility (for high-deflection shots) (say 1.5x)
4. Dive (say 1.5x)
Another thing that could be interesting thing to calculate weighed is survivability.
Survivability
x2.0 Damage resistance, Speed
x1.5 Roll, Climb/Accel low alt, Decelleration, Dive
x1.2 Turn low alt
x0 rest
I think
the most important aspect of survivability is speed. To be able to rtb, you either need to kill every single nme in the area, or you need to be faster than the fastest nme when you want to make a run for it. Turning gets you killed, whether you're a stallfighter or trying to make a run for it, because it bleeds you down, so that nominally slower planes who arrive later with more E can still run you down. So if it was me, I'd do survivability like this:
1. Speed (3x)
2. Damage Resistence, Dive (2x)
3. Cockpit Visibility (to avoid surprise) (1.5x)