No, I had the Axis in a more defensive role in this setup, they had 4 targets to defend and 3 targets to attack, per frame. Now, you have to throw in the variables of: its easier to CAP than attack, the quality differences in the a/c, and the ratios of the sides in all that. I really tried to make it a fair contest, but its never easy to do. There are discos, side commit levels, and other factors that may skew it (and almost always do).
In the end, this is what you have to realise about FSO scoring. Its done to give both sides a "purpose" (which is vital to do), but its entirely secondary to the event itself. Players should not obsess over "scores", and just try and have a good, immersive, fun FSO. That being said we do try and get it "balanced" but its a lot harder than you might think, as you can see from the scores in some past FSO designs. Its like trying to hit a moving target.