LOL.
Imagine not knowing the difference between rules and tactics.
Lol, imagine thinking a Ta152 furball would be the same as a C202 furball. It's simply is not true, and logic cannot measure people's actions. You can only do what you'd do. Ta152s and super late war would remain as timid as possible and extend much further away after crossing. Players in C202s aren't going to extend and will mostly go for the turn fights causing more of the furball concept.
Being able to extend away out of range before players see your icon is also very important. You arent considering top speed being the most important factor with dive ability relative to a plane with low E and it's ability to escape the fight. All in all, you'd see a lot more timid players, only BnZing and staying out of icon range as much as possible before setting up an attack. Where as in mid war planes and earlier war furballs are much more concentrated because more people turn and can't as easily BnZ when your plane compresses. They cannot escape the furball combat zone as quickly due to lower top speeds.
Then you factor in bullets and how effective they are, and how quickly they bring planes down, this also prolongs fights when bullets aren't as powerful and you'll need to structure your SA around that. Also, some planes are better at crossing shots vs lead shots, and vice versa which has an impact on how players fly in furballs. Lead shooters are almost always BnZ style planes, which creates a BnZ style atmosphere, which is relatively boring compared to close quarters combat that comes with crossing shots.
All and all, I'd say you are incorrect in your assement since tactics are based on the situation and rules are based on what each plane is capable of per physics but dont take into account people's actions as well as aggressiveness of the fight where a close quarters is much more aggressive and maneuvers must be performed a lot more quickly which makes the furball a lot more fun for most people.