In other words, you don't cheat so don't put anything in the sim that prevents others from cheating if it detracts from your idea of realism?
A nice sentiment, but if you're a vet of AW and WB, you know where that leads
Also, who's realism is "real?" If you want to whip the stick around as fast as you can move it, the real airplane wouldn't move much, so having "frozen" controls is probably just as realistic as letting you rock and roll in the cockpit and having your virtual aircraft jumping all over your pursuer's screen.
If you don't look at BOTH aspects of "realism" (what YOU see inside the cockpit and what your OPPONENT sees through the filter of the net) you can't make an adjustment to realism that will be acceptable to everyone. IMHO getting the realism "right" is going to involve a compromise between what each player sees his OWN plane doing and what he sees the OTHER planes doing. Getting either side of that equation "perfect" will make the other side "unrealistic."
Of course, you COULD make the airplanes react realistically, and account for net effects by making gunnery "easier," but the "realism nazis" always howl at that one, since it takes away one of "their" advantages they've worked so hard to build up over the years (bogus tho it might be)
I think HTC is on the right track here, but if guys are getting "locked up" by normal manuevers or stick spikes, then it needs some more tweaking.
BTW, realistic "jinking" involves a more deliberate stick movement than what guys do in "stick stirring." Jinking generally involves slower stick movements, because you're trying to get your opponent to start to react to your move, and THEN rapidly reverse your direction, then WAIT for him to start his reaction again, and reverse again. Stick stirring is making your aircraft image "jerk" unrealistically around the sky, without any particular regard to what your opponent is doing. It's nothing to do with jinking.
--jedi