It's actually combination of three related problems, skernsk.
* convergence issues
* the "all or nothing" DM
* easy gunnery
1. Convergence Issues
The convergence problem is as described by many, including Mr. Tony Williams in his web article. The .303 are able to do meaningful damage in the game as well, but most often convergence issues are a probelm as the Spit1 and Hurr1 both equips the guns at the wings. Because the 30cal rounds are much weaker in destructive power than compared to the 50cals, the problem of "hitting distance" is pretty serious when flying those two planes. In other words, the shots must be fired at close ranges, all guns converged at target, in a concentrated stream of fire.
If any of these three conditions are not met, than it is most likely you won't be able to shoot anything down.
2. DM problem
The Damage Modelling problem is as Krusty mentioned. AH deals damage in "all or nothing" manner. A certain part functions to its 100% efficiency before it is destroyed. Your wing could be "1 bullet" away from being destroyed and yet it will function perfectly, whereas in real life the results could be very different.
Due to the convergence problems stated above it is quite possible an enemy plane might not face immediate destruction despite prolonged exposure to 30cal fire. It is very possible that you "light up the enemy plane like Christmas tree" and he is still flying. However, the barrage of bullets SHOULD take its toll at some point. All those bullets landed might have missed a critical component absolutely necessary for flight, but it is bound to have hit something that at least effects the plane in some manner. The control cables, rods, internal spars, various engine components, not to mention the exterior skin of the plane being serious tattered and flimsy.. etc etc..
All of this leads to loss of various performance, speed.. stability.. control effectiveness.. etc etc.. which will ultimately act in favor of the attacker, making it possible to finally land a "close range, all guns converged, concentrated stream of fire" as a coup-de-grace.
However, there's no such thing in AH. Scrape the entire plane surface with a whole lot of bullets, and still if it is not enough to cause a structural damage, then the enemy plane flies fine.
3. Easy Gunnery
This problem is not as much recognized as the previous two problems listed, but it also subtley effects the outcome.
AH gunnery is easy - in terms of general hitting distance, that is. Shots fired from 300~400 yard ranges are common, and the probability of a killing blow landing on the plane is pretty high. Now, this is an improvement when compared with AH1 - which I remember to have a average "killing distance" of bout 500~600 yards. When you look behind and see an enemy plane at 500~600 yards you were practically dead in AH1. Nowadays this "killing distance" has been reduced to 200~400 yard ranges.
However, this range is still much too long. The real life maximum distance where a kill may be obtained, has been estimated to 200m for a fighter, and 400m for a bomber, when flying straight and level. Yes, there are occasional "freak shots" happening sometimes even out to 1000yards, but commonplace reality is that you should be within at least 200 yards to be able to expect a kill by shooting at an enemy plane. and inside 100 yards, if he is maneuvering.
Now, how does this involve the 30cal problem? It is because the 30cals are the only weapons that require a very close vicinity, which only then it will be able to land converged shots with enough destructive force to bring down a plane. The 50cals and 20mms, do not require such distances in AH. You can spray with the 50cals or 20mms from 400~600 yards out and it will still bring a plane down. Yes, 50cals and 20mms are powerful enough to bring a plane down at those distances, but the frequency of such incidients happening is way too high in AH that it is considered a 'normal killing distance', when in reality it should be considered as a very far distance to try and bring down an enemy plane.
Therefore, when you are armed with 30cals, you should fly within 200yards to expect a heavily grouped hit, but the same should also apply to 50cals and 20mms - it doesn't matter what weapon you are armed with in aerial combat. The reality is long distance shots just don't happen. 50cals and 20mms should also fly inside 200yards to be able to hit something - but this is not the case in AH, and therefore, the relative effectiveness between 30cals and 50cal/20mms are amplified to abnormal levels - 50cals/20mms are too effective over long distances.