Many points are variable, Grun, but I think there's room for certain aspects rendered within the game which may enhance the gameplay.
For instance, the recent patch of IL-2/FB modelled in pilot wound factor - since the pilot itself has sort of a 'damage model', when you get hit in the arms, immediately the effectiveness of stick control falls down - can barely push more than 2Gs, and rolls also suffer.
It really is a terrifying experience to find that you were hit in the arms at high speed with a large bank angle, and can't exert enough pressure to turn your plane over and reduce speed to bail out. You watch in horror as the plane begins to nose down and gain even more speed in a death dive, and you can't steer it level, reduce speed, or even bail out because of such high speeds. Bam! Spectacular crash! It's really heart pumping.
I think some factors can be known and implemented empirically - since there will be real life fighter pilots in the community who do have experience of flying at high Gs - just interview one of them, assume his physique as the 'standard', and implement some of the issues and infos from him. Like, how much slower, or harder it gets to turn your head during a high G maneuver...
Other factors, such as fatigue from continuous movement, can probably use other bits of gameplay devices seen in arcade games - not necessarily meaning the implementation is arcadish, just meaning that the system itself is derived from how some arcade games handle such factors.
Like, there could be an invisible, internal 'guage', or a 'stamina bar', or a 'stamina point' set to something like "100" for all pilots. Gentle inputs cause no draining of the bar/points, sudden transitions from left to right can maybe cause what, five points to fall?
When the stick action stops and returns to a 'gentle level', the bar/point can recharge at a certain rate. The harder the stick pressure gets, bar/point decreases at a more faster rate. This could be coordinated into something like allowing pilots to continuously maintain very high-G pulls or exert high stick pressure for about 5 minutes continuously, in theory. (I have no knowledge on how much a 'standard' combat pilot can retain high stick pressures, though. Something like that can probably be tested in physical examinations or something )
If the pilot really pushes himself and his plane to continuous high stick pressures or high G turns, the bar/point will eventually fall down - with each 'negative' point starting to take bad effect on control authority, until it recharges.(Maybe.. something like each negative point starting to cause -0.5% control authority or something??)
Also, the speed of the 'bar/point' falling down, can be different according to planes - planes with good high speed control authority will enjoy its benefits to the pilot, while bad performers such as Spits or 109s, can make the pilot drain a lot more 'stamina' or something..
Anyhow, I don't think such a thing's gonna be implemented in AH, and even if it is, it is gonna take a long painful process of tweaking.. but I don't think the concept itself is impossible to implement.