Well, since you asked...
This is a twelve hour event. You are scoring it based on points. I am not focusing on the only other 12 hour event we've had to push the format as "the" single best way to run it, but we have had these conversations in depth, Nefari and I.
You can't balance this event based on standard events. You have this scored as an overall points based event. What happens when 3 hours into the fight, most of your fighters log off, and one sides bombers show up in bulk and accumulate a massive lead on bomb damage? It might take 6 hours of extreme effort to overcome a burst of bomber activity. The pacing of events like this has to have an element in place that allows for quadrants to be fought for, then move onto other quadrants. Each quarter of the event is a stand alone score, and it's achieve the objective or don't. This way, the Allies can win in the morning if you get a large turnout of Euro players who want to be Allies, next phase when the Axis come on in force they can secure a win, prime time puts the next phase into the Allies column then the last frame can either draw the event to a tie or push a side over the top. With points based across the twelve hour, it's too easy for one side to dominate too early and leave no margin for later.
Quarters also create command segments. You don't need one CO to run 12 hours, you can create CO Teams if needed, and have each leader hand off the event to the next CO if they want. You need to create a segmented event to allow for options for command and missions.
You can launch 3 missions per segment, the COs can decide if they have a chance to win in the last hour or if not, can opt to send their planes out to set up for the next mission instead.
You need to refine your objectives per segment. Not a blanket "all targets are available". Free for all will encourage players to simply hide and seek and pork the map instead of push the fights over more limited targets.
Set up each 3 hour segment to have it's own objectives, own target area, and the ability but not the requirement for command to hand off leadership to the next guy without there being a mission already in progress.
Once you do that, you can then count the objects on the targets, count the bombs available, and then come up with a balance based on Facts, what can be killed, what can be bombed, how many planes does it take to drop a bomber, how many bombers does it take to drop objects, and balance the event on facts, not assumptions and historical documents that have no relevance here. Or, if you want to historically account for the ratio of, say P38s, then do that, and THEN you can assign how many bombers need to be up, compared to how many have a chance of surviving, and then set the hardness of the objectives to reflect this. Designing an event of this scale needs to be done from the Facts First, then adjust to meet the Expectations. Divide up the targets into 4 battle areas. Spreadsheet the objects and total damage. Add the number of bombers needed to kill the objectives. Decide what percentage of bombers need to survive to meet the objectives. Then start adjusting hardness of objects based on fighter plane numbers and spend the next 5 weeks crunching data.
That's just my opinion.