Arbitrary rules as to what qualifies for inclusion is one of the factors that makes me wonder if I want to continue my subscription (which, to support HTC, I pay every month, whether or not I actually play).
I'm sorry, WW, as much as I respect your knowledge of WWII aviation and enjoy the information you post, if you're willing to quit the game over something as minor as where HTC draws the line at aircraft inclusion, I HAVE to say, "So long."
I don't fly much myself lately. It's not because of what aircraft are or are not present. It's because in many ways things feel stale with the mechanics. There's SO MUCH MORE I'd rather see them work on than modeling aircraft that didn't fire a single round in anger:
A modernized and more detailed damage model. Seriously, it's 2014. We're LONG past the time that the all-or-nothing major components only damage model is sufficient. Introduce gradual degradation of flight and control surfaces. Put in oil and fuel lines, control wires, hydraulics, electrical systems, and other components that can be shredded by enemy fire. Fuselage fires, engine fires. Set it up so that damage to the wing spar may reduce the G forces it takes to rip it off.
Improve the flight physics and flight system modelling. I, for one, would love to see more accounting for the pilot and control layout of each aircraft, which those of us with HOTAS setups take for granted. People complain about F4U hoverflaps? Then do something to represent that the pilot physically can't drop the flaps while simultaneously managing throttle and trim (but compensate by giving the Corsair and Hellcat their spring-deployed flaps so players can opt to "set and forget" the first two notches), and that will certainly alter how the Corsair is flown. Take away the nerf on torque effects. Add some more complexity to engine management (not to Il-2's artificial engine overheat level, but the simplified management we have takes away one of the big advantages German iron had over Allied rides). Remove trim from control surfaces on aircraft that didn't have them (or, like in the Tony docs you posted, have some that can only be set when the aircraft is on the ground and stopped).
People complain about how ridiculously easy gunnery is? Add slipstreams, prop wash, thermals, turbulence, and other environmental factors that would impact gunnery through their effects on flight characteristics.
Increase the options for ordinance and ground attack. Add parafrags for the B-25s and Tiny Tims, get the perked ordinance system for heavier-than-standard loads up and running. Update the physics to allow skip-bombing.
Do something to update the ground and surface campaign, improve the strat system and base/territory mechanics, expand naval and ground combat in a way that makes it much more significant for the "Win the War" crowd.
THESE are the sorts of things that most need attention. As has already been said throughout this thread, there's not much more in the way of aircraft that have enough "wow" factor to lure in new players or lure back transients for that to be any sort of solution.