This could be a product of net lag. For example: Plane A and Plane B merge.
-For Plane A, he collides into Plane B, but Plane A sees his right wing hitting his opponent. However, Plane A receives damage on left wing.
-For Plane B, he merges with Plane A. Plane B collides into Plane A's left wing. Plane B sees that Plane A's left wing takes damage.
Another words, it depends on what the difference in net lag is. It is very possible that Plane A was having some latency issues on that very moment in the fight where the two planes merged. The current collision model is also a likely factor in the "reverse damage" effect that we may be seeing here. How to fix this? Well it would be a server/network issue, along with the clients' connection. I dont think there really is a fix for this. One must understand that there are three factors involved here. You have two clients that see two different "moments" in the game, and then you have the server, which sees its own "moment" in the game. All three of these things see a slightly different "reality" in that moment in time when the planes merged together.
I am not 100% knowledgable on this subject, as I am sure someone else could explain this better than me. As for the base ack damaging your wings? That may be a bug in the game.