@pembquist - Whups, I'm sorry! The earlier sarcasm set me up to see that.
@letalis - A kill is a kill. However the perk reward for getting a kill is arbitrary. Currently it's based on an arbitrary assessment of the plane's relative combat effectiveness (the ENY value) and an arbitrary adjustment based on the number of players online.
So my first suggestion is to remove some of the arbitraryness of the ENY value by using the exchange rate. Since there are two main variables, plane and pilot, and since most pilots fly multiple plane types, we can use logistic regression to isolate the plane combat effectiveness from that of the pilot.
My second suggestion, since the logistic regression automatically gives you relative pilot skill as well (independent of who is flying hot planes all the time) is to handicap players perk points (not their ranking!) based on their relative skill. This doesn't have to flat-curve everyone's results, but will serve to encourage new players to keep trying, because at least they can try out the perk planes sooner.