While the air component was and will continue to be the focus of AH, Dale planned from the beginning to add GVs, along with an FPS soldier element and submarines. The addition of the later would necessitate the addition of ASW elements, and while he never told me explicitly that this would include player-controlled surface combatants, it seemed to me to be implied in his comments about this. Bustr's arguments are not show-stoppers, but rather design challenges. As for the question of why there should be non-aircraft options at all, when there are not enough players at present, that's an easy one. I personally barely have time for AH; I don't want to spend time trying to master the mechanics of another game. So, if I'm in AH and having no luck AvA, I'll switch to GVs for a nice change. Keeps the game fresh for me. Not only that, but AvA was but a fraction of what air power did during WWII. Ground attack, CAS, supply interdiction were all part of the mix, and each presents it's own challenges. I want more options, not less, when I invest in a game as I have in AH.
As for player-controlled DDs, I'm not fundamentally against the idea. As with any new component under consideration, it depends on how it is added. Some may remember this, but I used to be part of the events team (one of the original in AH, as it happens). One of the single-frame scenarios I designed was an all-surface ship battle, using the old Philippines map. I set it up so there were 8 cruisers, 4 versus 4, along with PT boats available for spawn and a couple scout planes for each side. The battle lasted close to two hours and was great fun. Having player-controlled DDs would allow similar action. Give the "skipper" direct control of the wheel and throttle, instead of the clunky course plotting we use now, would make them much harder for the lone-wolf pilots to kill. Providing the ability to take on extra gunners to man the main guns and to augment auto-ack (the smaller calibre AA could be auto-ack), and this would be a blast!