For now, I doubt it's important at all, but I'd love to see improved landings implemented.
For example, it'd probably be much more likely to bounce up and down on the ground if your landing was too fast. A nose-over would be common with too much application of the breaks. I'd hate to compare this game to IL-2, but the only thing that IL-2 had better other than graphics compared to Aces was landing/ground modeling (?). It felt much more realistic to land in that game as you'd hit the ground, bounce and whatnot.
Carrier landings, too, were much more realistic. You'd bounce up and down and the cable would pull you back, but it would stretch immensely, such as in real life. These kinds of landings necessitated that the pilot make touchdown RIGHT when he stalled. Our cables are practically unstretchable and the ground seems to be magnetically charged as we barely bounce at all, and almost never nose-over. Having more realistic CV landings would show the F4U doubters just how hard it is to keep a Corsair under control right before landing on a CV deck. It should be a world of difference from making high speed landings on ground bases.
here's a bit of CV landings in IL-2:
http://www.youtube.com/watch?v=JC8CwL0v-n4 Landings start at 40 seconds with a incorrectly-labeled F4F Wildcat. The last landing at 3:56 is a keeper.