Heres my "Wish List"
(1.) C-47 "Gooney Bird". Is it made out of balsa wood? Not! The C-47 DWARFS a Spit in size, and it is not going to be as easy to take down as any regular aircraft for the simple reason it has larger engines, and it is all metal clad construction. A short burst of rounds just is NOT going to take a large aircraft like that down. B-17's and C-47's regularly landed in WW2 full of holes, some of them quite large, and bits of wing and fuselage hanging off. I'd like to see the kill box made smaller, or require a lot more hits. It has become so impractical to fly a C-47 that many players opt for an M3 automatically. As a former flight crewmember (Aeromedevac) aboard a C130-H I enjoy flying the C-47 because it is somewhat similar to the aircraft I flew on for 12 years, so it is a shame to get killed off in 2 seconds, time after time, and not want to fly it again, in addition to the fact of it not being historically realistic.
(1.B) More Perks for C-47 missions: Since the C-47 mission is boring, and has such a low success rate, due to "Gooney hunters" scanning far out into the perimeter for an easy kill, and the usual eager base defenders who, quite rightly, leave a good fight to kill the aircraft coming to take their base... I'd like to see more points, perks and otherwise, for a successful mission. You can't shoot back, you can't out maneuvre, so a successful drop should have more reward to compensate for the usual low odds. More points for an airdrop to supply a base would be good for the game, because it really is a "fliers" game by nature (thus "Aces High") and would encourage more supply by air.
(1.C) The C-47 could carry 28 troops.
(2.) Perks. No matter how much time I devote to a current campaign, if it ends in victory for my side but I'm not on, I get nothing?
I think if you get a certain number of kills and/or damage points, you should qualify for the perks even if the war ends at midnight.
(2.A) Monthly Perks. I want Perk Points every time my checking account has a deduction for HTC. Thats just a good way to say "thanks for all the money, we appreciate your business."

(3.) Spawn Camping. Camping a spawn does not result in realistic gameplay. Spawning both sides right next to each other, with one sides guns aimed broadside at the other does not result in realistic gameplay. Lets fix that.
Several possible solutions I can think of off-the-cuff:
(a) Rework the maps so the spawns are forced into areas giving some kind of terrain cover for the spawner.
For an "ambitious coder"... how about removing spawns altogether, and replacing them with Forward Fire Bases

, complete with indestructable Hangars, manned and auto ground guns, a Tower to allow scouting the immediate area before entering your tank and cranking the engine? Not easily done, for sure, but a great solution that would add realism to tank warfare.
(b) Mobile Spawns. One of your competitors in the 3D WW2 simulation field has a different approach: Mobile spawns. A player has to get a Jeep, run it forward to a spot within a certain distance of objective, park it in trees or some kind of cover, and then exit by selecting "spawn exit" or something like that. When he does that, all other players may now spawn at that spot. That game is a foot-soldier game, though, so it may not be realistic here.
The advantage is that the enemy has to track down your spawn to find it, it isn't marked like a Pirates map.

If they do find it, they can destroy it by shooting the Jeep, or camp it, but if they camp it you have the option to end it, and set up a new one. One advantage is that it might be easier to code that than setting up Forward Fire Bases (which is an idea I like) and also it adds a mission for the Jeeps.
(c) No Score Zones. If the enemy wants to get cheap kills, then lets cheap them on the score.