IL2 is primarily an offline game. It was designed for that. Offline games can keep track of thousands of more components, because they only have one thing to track -- the player craft.
AH has 500+ people logged in at any given time. The amount of info being sent back and forth (nonstop) needs to be balanced big time -- same goes for any online game. You simply can't have a "realistic" damage model because you have to track everything, whether it's on, off, broken, damaged, holed, leaking, smoking, shredded, etc etc.
So IL2's damage model (which I have issues with anyways) will not work in AH, due to how much info is tracked.