This current FSO (like all PTO events) is clearly limited by the plane set. The fact that we are using Japanese army aircraft from carriers underscores the paucity. It's a good move though, because it brings some balance to the event. We don't do historic re-enactments in FSO. We put a thin veneer of history over a setup to help with immersion, but the idea is to have everybody get a chance to do their job and then get home (if I understand it correctly).
Balance is about giving each side an equal chance of achieving their given task. If the tasks are different then the tools are accordingly different. If one side gets a harder task then they should get a greater number or a better quality of "tools" to do the job. Balance, it's a whole of effort thing.
Playability is about the efficacy of a particular tool. Can this ride do the job asked of it? I can give an example. One FSO, far far away in time, my squad was given m16s to attack a vbase held by panzers. The designer said it was "historic". I said "balls". It was unplayable, as clearly the tools weren't applicable to the job given. There was no or little satisfaction for the guys on either side. It was all over in 3 minutes.
This FSO series includes Vals and Kates probably because of the aforementioned paucity of Japanese Naval assets in the game.
At what point can you simply say that the veneer of immersion provided by using such types is thoroughly stripped away by their glaring unplayability. Being tasked to attack a tough target defended by highly superior aircraft, in a deficient ride, with deficient numbers, seriously lacks playability. If there is no chance to do your job and survive there is no satisfaction.
Can we come up with a framework for designers that allows as much use of the plane set as we are gifted, but within guidelines that doesn't leave one feeling, that when the orders are made, you are handing out a miserable deal to some poor squad "for historic reasons".