When this tool first came out, I was very excited and jumped right in to make my own. The glitchy AI flight characteristics probably curved my enthusiasm some. Then USRanger and others began to put together fun missions. It was just recently Bosen, that I took a look at your project, and I think your use of the tool is probably the most immersive.
Like you I put together an offline mission inspired by a historical event. In mine I wanted to offer it as a practice run for an Axis versus Allies challenge that I was promoting. I find that your use of audio editing as well as mission editing to recreate the event from the pilot's perspective is possibly the best example of a scripted film for practical use.
I applaud HTC for releasing this tool after their investment of time and resources to Combat Tour with AI, did not fit into their immediate vision for Aces High. I hope that along with other new ventures like the WWI arena, they will continue to devote time to upgrading these areas.
If I understand your request properly, you want to be 1) able to control the time at which a task force "spawns" at the beginning of its course. This timing will allow dive bombers to interact with fleets.
In the linked posts, you have more in depth explanations and films involving bombing a moving target (fleet task force). In that AI seem to be coded to respond to proximity of other aircraft and target them with guns, I would question is it possible for 2) bombers to respond proximity of moving fleets. Once we are able to go there, the next AI question that should arise. Should 3) fleets be given some evasive maneuvers when under attack? This also should be prompted by proximity, and maybe a certain small radius, for level bombers. (although you were not asking for evasive fleet movements, I added it here as a "close to reality" element).