Dawger, the AvA staff is looking to get new smaller terrains made. Not trying to be cryptic, just trying to hold off on saying anything definitive until some are finished and approved.
New maps can be made, but what can be done with the current game engine for tactical and strategic objective play outside of base capture?
Depends on what you define as base capture? In the real world the fight was centered on the communication system (Communication in a military sense...the ability to control a physical line of communication or contact). It can be thought of as supply lines. In this context the fight was over crossroads, bridges, ports, mountain passes and the like. Airfields were situated away from the forward edge of battle. Airfields that were too close were abandoned to the advancing enemy, not fought over. A terrain that was designed for the "front" to be advanced by capturing parts of the communication system as I describe would be the place to start. Once the terrain existed then the strategy layer has to be built on top of it to make it work. Airfields in this type terrain need only be runways with a spawn point since they would not be targets for capture.
As an example, in such a terrain the players should only be able to capture and hold strategically valuable points that are near or on the front. No jumping to the rear. I believe AH has the beginnings of this sort of strategic system but without a terrain built specifically for something like this no progress can be made.
Anyway, I believe such a terrain and strategy system would give players a reason to drive tanks, fly attack aircraft and bombers and fighter jocks would want to be where the fight was. A well designed terrain for historical 2 sided war is pretty easy to design so that the fight can only be in a few locations, thereby concentrating the fight.
DISCLAIMER: The above is only in reference to a limited historically minded arena, not for general population game play designed to attract large crowds. It is aimed at the limited audience of those interested in teamwork based game play with settings that attempt to reproduce the real world conditions that make flying a non-fighter non-suicidal (no icons is an example of such a setting)