Ok, on Wargammer.com HiTech had an interview where he dropped some info about upcoming additions to Aces High in the future that adds infantry.
Also he mentions that he realises that players want to fight their equivalents, aka fighter vs fighter and tank vs tank.
So, I have some suggetions.
1. Tanks don't have a use right now. They're supposed to be able to attack straight into the teeth of the enemy. Going with that clause that we want tanks to mainly fight other tanks and vehicles, there should be armybase vs armybase fights. The armybases should be vulnerable to tank assaults, while airbases should not.
2. The lack of cover. I know trees were just added, but they're still not good enough. There needs to be detailed cover between remote spawn points and the targets you teleported towards. Thats the only places you find tanks anyways. There isn't much reason to clutter up the rest of the terrain with the stuff. As I said above, this should be armybase vs armybase.
3. Some sort of system to prevent two-way teleporting. Only one side should have the ability to teleport tanks in. Since this is a flight sim that trigger should probably be some sort of thing you attack with tatical fighter-bombers. Untill one side strikes the target, they cannot go on the offensive. From what I understand of army combat, tanks cannot attack without fuel, yet the tanks in AH don't use fuel at all. Ergo, change the army base fuel tanks to be the trigger that allows the enemy to attack you, since your not on the deffensive untill your fuel is back up.
4. Infantry. Ok, so we know we're getting them sooner or latter (I'm guessing latter). I suggest that the capture points resemble army bases, ringed 360 degrees in an anti-tank minefield (no antipersonel mines though), and on top of a small hill. There should be gun bunkers, trenches, and a few underground tunnels, but not 100% underground.
The minefield should keep the tanks out of the infantry combat area, and being on top of a hill should protect the combat area from direct shelling.
Stuff like that.
Hans.