There are two solutions to fixing this 'problem'.
1. The first one would be a technical, short-term solution.
AH simulates the essence WW2 of aerial combat. While the game itself is NOT a full-scale representation of realistic WW2 situations, the general purpose of the game as expected by many gamers IMO. is to maintain at least some kind of realistic standard towards aerial combat as performed in real-life WW2. Therefore, ahistorical or even unrealistic implementations and 'concessions' do exist in the game - which purpose (ironically) is to strengthen the overall "situational realism" as opposed to "technical realism".
A good example would be the combat trim or the auto-retracting flaps.
On a technical point of view, these artificial devices are unrealistic and no such thing existed in real life planes. However, situationally, the combat trim helps fill the problems caused by lack of real-life stick input and feel, and thus, preventing the game from becoming trimming madness as unknown in real life. Likewise, the auto-retraction of flaps simulates the tendency of real-life pilots to abide by operating procedures of the plane, since intentionally neglecting procedures by using flaps at forbidded speed-zones was hardly anything normal in real life combat.
Therefore, the short-term solution is by introducing a simple 'inhibition' gadget or procedure to discourage people from 'divebombing' in level bombers.
The fact that it might be 'technically possible' for some bombers to drop bombs while diving at certain angles, is not important. The only thing important is the simple fact: no WW2 level bomber in history ever dropped bombs like that on any kind of regular mission flight. Technicaly possible or not, they did not do that stuff, period.
So, add in a simple inhibition;
* Allow bombs to be dropped only at the 'F6' bombardier's position.
The bombardier's position auto-levels the plane, and thus, prevents people from maneuvering bombers and dropping their payload during dives. It also prevents 'scatter bombing' and 'wildly swerving bombdrops'. While this small implementation does not necessarily inhibit the altitude of the bombrun, the auto-levelled status of the plane, and narrow field of view forced by looking at the bombsight, will naturally urge the bomber pilots to drop their bombs at a higher altitude, with calibrated sights.
* Add mannable 88mm anti-aircraft guns to the field.
While there could be many methods on how this might be added in, the important point would be to make the 88mms not very lethal against maneuvering fighters, but deadly lethal against low and slow bombers.
Perhaps the 'gunner' might have to observe an approaching plane and 'set the aim' of the 88mm flak, as one might set the calibration of a bombsight. Find a target, 'lock on' the icon, press a certain 'aim' key for more than 10 seconds, and an approximate 'aiming point' might appear in the screen. An 88mm gun aimed this way will be quite useless against fighters near a field that constantly changes speed and heading, but it'd be very lethal against planes travelling at a certain set heading and speed - especially low-alt bombers.
2. The long-term and fundamental solution.
The long-term and fundamnetal solution would be to redo the MA strat and change the mechanics of the game, so that airfield are NOT the prime tactical/strategical targets of the game. Hitting individual airfields and capturing them was a good idea when the MA had only 150 people with 50 pilots in three countries. However, with 500 people and 160~170 pilots per side it doesn't seem to be doing very well.
There could be many ideas on how strat can change, but to pick out a few;
* Changing land-grab mechanics
Capturing fields and enlarging territories, should perhaps become a result of an overall and consistent amount of attack an a given area - not as a result of attacking a single 'point'.
If this is successfully implemented in the game, attacking an individual field and its hangars, might become less important than attacking other facilities of tactical worth scattered around the entire area, and thus the bombers will target start targetting something else, rather than choose to come in and start spraying at FHs.
* Implementing delayed attrition to the strat system
The effect of hitting individual factories or city structures is hardly worth the effort in the current system. If the strat changes so that hitting a certain facility consistently over a long period of time with large amounts of ordnance, can start effecting the airfield resources on a global scale, then the bombers will finally have a real 'strategic' target to go after, instead of playing the over-bloated tactical/suicidal jabo role.
For instance, a fuel facility set deep inside the enemy factory controls the amount of fuel available at individual fields. If this factory is pounded for days(in-game time) with huge amounts of ord., the cumulated effects will start to show, and the fuel situation of the enemy country will worsen on a global scale, and this effect will go on for a long time.
But to achieve such a destructive blow the attacking nation will have to succeed in large-scale bombing raids regularly. An isolated sneak attack mission will do nothing to the fuel-production efficiency. Or 3~4 dweebs going NOE with Lancs will also do nothing.