Lazs: I would really like to play the game you describe, with more targets for bombers, realistic bomb dispersion and blast radius, damage models, etc. If you ever find that game, lemme know

B17 FFII was supposed to do this, but those lame-prettythanges shipped their game without multi-player.
As it is, the gameplay in Aces High revolves a great deal around the mechanics of online gaming. In order for people to enjoy the experience of Aces High, bandwidth issues have to be addressed.
In any online game, the number of packets required to be passed between client and server is the bottleneck which prevents more "involved" gameplay. Anything you do in Aces High requires your client to pass packets to the server, and the server to pass packets back. Also, anything you SEE on your screen that is happening real-time in the game requires the same thing.
Therefore, I don't think we will see the changes you mentioned happening

Larger cities/targets means more objects in the game, and particularly when within view of players. Bomb dispersion and realistic blast radius mean more calculations between client and server. Crater/runway damage (aka terrain deformation) is another big bandwidth eater.
Unfortunately, I live in the country. Which means I'm limited to dial-up at 31,200 bps. I think many are in the same boat, vis-a-vis connection speed. I am already killed quite regularly by fighters who are 3K + range from me, and suddenly warp out of my gunsight to the sound of furious pings and my plane disintegrating around me.
I just don't see how Hi tech and the rest can get around this. I've been lag-killed in every online game there is. You learn to live with it, or you don't play online, lol.
So, I'll continue to enjoy flying Aces High the way it is.
Niblitz: Nice post, fellow mullet

We'll just keep flying at 10K so we can get to the target and get shot down faster! ooo-rah!