What exactly do you want to limit until you reach a certain skill levels?
I was thinking maybe a beginner, intermediate, & advanced arena... admission based on some metrics like k/d or rank... something like that. The point being that a lot of new people could be in one arena playing without being treated as "baby seals". I remember the frustration of constantly being shot down and suspect that many other players felt the same and they ended up losing interest due to seeming inability to learn quickly (or to be able to spend the time to learn quickly) and not be able to get their own share of victories. It can be quite frustrating.
I don't have a strong opinion about a specific solution. I was just thinking there are milliions of people playing online games (and many not yet playing), and AH is really really neat but not too many know about it or if they do, end up quiting due to seeming inability to get up the learning curve.
If they fought more at their level before the next level opens up based on their stats, perhaps it would be more fun for them -- it would have been for me (a somewhat goal oriented person). They can still go to the TA or DA to learn and fight really good people if they so choose.
Anyway.... the point being that if thousands of people were attracted to play online at any given time, HTC might have enough revenue (10x or more) for more resources to enhance the envirnoment further and faster. I suspect that would mean AH would need 100,000+ subscribers to have several thousand on at any given time. I'm pretty sure that out of the tens (or hundreds) of millions of people that enjoy online games, there would be 1% or 2% that would enjoy flying and fighting in AH on a regular basis.
I don't know what the solution is so I started this thread just to see if any ideas were out there. The internet, as you know, is far reaching and AH is played worldwide. Seems a shame to only have a few hundred in the world on at any given time. There must be tens of thousands more that would find it fun.
Again, I'm thinking more players leads to more revenues leads to more resources to improve the game further and faster.