I like these discussions, it shows the focus and priorities that people have.
A few points though, before we stray too far into who can't aim or shoot

The hardest thing to grasp in an Event compared to the MA is Killing the other plane isn't always the objective.
Consider a massive bomber raid, where Every Single Bomber was left alive yet was distracted Just as they came to the point of calibration and were hit. They blew their calibration by rushing, jumping to guns, evading or whatever, and simply missed the target.
All bombers survive, all targets missed, Victory to the Axis, correct?
If the bombers have a wall of defenders up, and it's difficult to get in close to disrupt the bombers, then your attack fighter group needs to open a hole up. Now, you can take a weaker plane and "attack" the stronger plane by tempting them away, drawing them off and opening a hole for your bomber attack group to get into. Drawing away their defense is Equally Important as getting a kill, as the whole point of Killing the plane is to remove their defense.
There is more to this than what plane can kill the other plane. We've got to get out of the habit of comparing plane set to plane set in these things. There have been far too many side switch events where one team dominated both sides to justify the bad plane matchup argument. I rarely buy into that.
If we can maintain this concept, it will be far easier to keep people in the events for the duration, as well as make it easier to join up to a perceived "underdog" side when in fact the underdog position is a Frame of Mind, not a physical fact.
Every Plane has an advantage and disadvantage. There is not One plane that is so superior that it will Always Prevail, no matter what. It is important that as we leave the MA mentality behind in events, we leave them Fully and Completely. When the planeset is announced, find the Best and Worst of Both Planes and exploit it. You need to know what your opposition Can and Cannot do.
You will get as much out of the events as you put into them. Building a core group of active, aggressive, dedicated players who thrive on pushing the limits of the event design that has been handed to them will always get the most enjoyment out of the game. If you are stuck in a rut of One Method, One Way, then in events that are as fluid as we have, you are going to be very unhappy Most of the time. Events are supposed to break molds, break habits, force the unusual and extreme.
Keep these concepts in mind as we continue this experiment. There are far far more ways to win than a plane kill. Once you tap into these resources, you just increased your gaming experience 10 fold.