I'm a big fan of a reduction in the effectiveness of radar in AH. Its pretty potent...a bit too potent imo.
A few other suggestions/modifications for radar:
-- Allow dar bar indicatiors for _your_ forces in enemy territory. i.e. if there's a big fight at a field deep in enemy territory, keep the friendly dar bar as it is. Remove the enemey dar bar when outside your radar range. This at least allows folks to know where the action is for fights deeper into the enemy's country.
-- Eliminate friendly blips when in enemy territory. I should not be able to pop up radar and see a glob of green dots over an enemy controlled airfield. Assuming it is out of our radar range, the only info I should have available is friendly dar bar info for that area, nothing else. No friendly radar blips, no enemy dar bar. I'm deep in enemy territory and flying in blind, as I should be.
As it sits now I will never be surprised by what a dot is as radar either tells me immediately its friend or foe, or if in enemy territory gives me enough info to draw the right conclusion (i.e. its not friendly, ergo its enemy). No surprise, ever.
On the issue of CV's, well, I think for the most part they're a pretty ineffective tool in AH. CV based raids rarely bear fruit. Indeed, that is in part due to the ease by which they can be used. Fact of the matter is you can't restrict that use as by default it begs the question; Who decides when they can be used? You definitely can't go by points as they have nothing to do with strategic or tactical competance. In short, it'd be a real nightmare to manage I think. What you could do, however, is allow players to put a pop-up message in place in the hanger of a CV, indicating that it is enroute to a targe and should not be used. These would need to be a generic message(s) activated by a command of some sort. At least that way players trying to launch have an idea beforehand whats up. That's won't stop them from launching, but I think its a better middle ground.
Along with that, and as a primary change, one needs to look at the underlying problem with fleets...their glass jaws. Sinking a CV is childs play for the most part. One pilot with a hvy US fighter can suicide a CV without any real problem. Take two pilots and you're pretty much guaranteed the kill as the first draws ack while the other drops eggs. Point being a CV based operation deep in enemy territory is likely going to fail regardless as you just aren't going to have time to get LVT's in in most occasions before the CV is sunk (assuming of course that the other side does actually resist).
CV's imo should be a significant force. To make them such they need to be drastically strengthened. This not only allows many more gameplay options for both offense and defense, it also infinitely increases the importance of ports. Losing a port is a non-issue, as is gaining one. CV's just aren't that effective to warrant any attention to ports. Their only real value is that you can play "hide the CV" after. Good for a giggle but it too wears thin. Stronger fleets would indeed change that (as would supply convoys, but that's a different animal entirely).
If you set damage on the CA to 10,000 lbs and CV to 13,000 lbs of ord, give or take, you at least make it such that a combined effort is needed to take one out. That's roughly what you would be dropping on an airfield if you wanted to neuter it (13,000 roughly). Having a CV around the same makes a degree of sense.
My two bits anywhoo
Vortex