*** Warning, random long winded post follows ***
General Observations
1. When the bases are the focus of the map, the action naturally gravitates to a base and often turns into a vulch fest (because they are also the spawn points).
2. The AvA doesn't have the player numbers to support tasks that require more than a few guys to coordinate well together.
3. One thing the BoA did well was move the focus away from the fields (ie spawn points), making for "en route", moving engagements.
4. One thing the BoA didn't do well was restrict the valid targets so that too much time was spent doing the "whack a mole" thing, chasing guys all over the map.
5. Although we are tying to simulate a war, in reality it is a game/competition and because of this the side losing round 1, shouldn't be penalized in round two. All this does is further imbalance the game/competition, driving players away. It'd be like the loser of the first game of the World Series being forced to use inferior bats on the second game, or having fewer outs, etc.
Bombers
I'm not into furballing or land grabbing so I won't comment on what arena/campaign settings work or don't work for that but what I do like to do is fly realistic missions (mostly escorting bombers). Right now the setup does not promote level bombing. We had a couple of guys in bombers last night and really the only thing we could do that would affect the war was to bomb a single V-Base radar that was close to our front line field.
What I'd like to see is an expanded role for level bombers. Something where they could fly their missions, have a decent chance of getting at least one bomber home and have an affect on the war (but not a disproportionate one).
Proposal (I've no idea if the arena settings will support this)
Harden a base object so that it takes ~2000lbs of bombs to take it down and add a long rebuild time (fuel for example). Then pick three bases where destroying these objects counts towards winning the war (and announce it in the MOTD). The three bases chosen should be close enough together that the defender has a good chance of intercepting the bombers before they drop, but the bombers also have a good chance of at least getting to target.
The three bases should be chosen by the campaign designer to reflect the relative capabilities of the opposing sides. So if one side has B-17s and the other Ju-88s, the targets for the B-17 would be further back and either close together or very separated. Their placement would change on a weekly basis depending on frontline movements and introduction of more capable aircraft.
At some time on a daily basis check the targets and tally the points. The points would count towards winning the campaign, but no more so (and probably less) than the land grab component.