I might be wrong... as I don't mess around with scaling much, but my understanding of scaling is as follows..
I'll use elevator as an example.
consider each individual slider bar as an elevator position on your plane. So if there are 4 sliders, the first would be 1/4 elevator, second would be 1/2 elevator, third 3/4 and fourth would be full.
( I know there are more than that)
now the position of the slider on each bar corresponds to where your joystick is in relation to the elevator position. so if the first slider is all the way down, you will reach 1/4 elevator with very little movement of the stick,
if you move the slider 1/2 way up the scale, you will require more stick input before your elevator reaches the 1/4 position. you can adjust the sliders for the amount of input you want, to reach a desired response
for that axis. keeping them equally spaced from first at bottom to last all the way up, would require you to use the full range of motion of your joystick, while tightly grouping them near the bottom would allow you to gain full
elevator while barely moving your stick forward. tightly grouping them near the top, would require you to move your joystick almost full forward before any elevator movement happens, but then just a little bit more input would
give you full elevator.
As I said I might be wrong, and have this reversed where the sliders represent joystick position.. but it's the same basic principle.
I disagree with rudder dead band on a twisty stick. most people will accidently use rudder while fighting, especially while squeezing trigger. Morfeind pointed this out to me in the TA. very easy to do, and I never realized I was doing it. made it hard for me to stay on target, and also robbed my E. add dead band to your rudder axis if you use a twisty.