Well thanks that was informative, I dont know squat about the code they use or how long it takes to address players concerns/wants and if reasonable code it, the thing that is hard to understand is why any developer would want to even mention starting a newer addition when the one they originally created isn't under control and all issues resolved, especially since their livelyhood comes from the players, AW did this same thing, ignored what interested the player. GV play is fun, the "tank city" in trinity is a nice addition. Attacking GV's is fun but my whole point is that the cards should be dealt out as they are in the real world random and unexpected, the one thing that can be really modeled well is over looked here, it is more than understandable that atmosphereics can't be modeled to well yet along with gravity affects in the cockpit, but control of like you mention distance of ammo fire, ammo penetration etc. can be, Tony Williams has a great in sight on this sort of thing, makes me wonder if Dale / Doug avail themselves to this kind of expertise.
I don't want my realism imposed on anyone or theirs on me, but I like it real world as much as possible, it makes game play more immersive. When I first moved to AH from AW I had to adapt quick to the "FR" since I was a "RR" weenie, didnt whine about it if you want to play the game you do it, but it seems to me the "MA" has been reduced some, the why of it escapes me, possibly as you mentioned its due to this being focused on BFM/ACM play and the GV stuff secondary. An easy fix here is hire an individual to focus on ground play and Dale/Doug do what ever it is they do, if we can see a newer AH2 in the future that shouldnt be hard to address. Any business under 80 people can be well and easily managed and HTC falls well into these boundarys.