I think it's been stated that the F6F's climb and acceleration is slightly overmodelled and the F4U SHOULD out-accelerate and climb the F6F (lighter and less drag with just as much engine power). I also think I saw a post by WW somewhere around here that the F4U starts getting sluggish at higher speeds in the game, whereas it's really the F6F that should.
In capable hands the F4U SHOULD be able to get a shot first in a turn fight because of the Corsair's ability to get her flaps into play sooner (sometimes I think the Corsair's flaps work a little TOO well, as occaisonally I've dropped a notch to get that last bit of lead, and my nose pops TOO far so I lose the shot picture). I'm going from memory off another WW post, here, but IIRC their turning circles and rates are close enough that any advantage to the F6F is minimal at best. In addition, the instantaneous turn of the Corsair should not be overlooked, as I THINK she has the advantage in initial turn and it's only once you get into a sustained, low-speed turning fight that the Hellcat's edge comes into play.
I won't argue with you on stability, as I still spin my Hog occaisonally (generally if I get too heavy with simultaneous rudder and back-stick. For some reason snap-rolls to the left always end with me inverted) and under some very unexpected circumstances (I spun tonight pulling into the vertical at ~400mph) but the Corsair can STILL take a pretty heavy hand on the stick and follow some pretty eratic maneuvers so long as you know WHEN to back off (like the moment you get that first wing dip).
Durability is questionable, as I think the Corsair is a bit porked with pieces being blown off under VERY light damage (I've had long-range .30cal hits blow off my wings
). The F4U SHOULD have the advantage here, but I don't know of anyone who's put this to the test. That being said, I think both planes seem to have a bit of a glass jaw.
Internal fuel range I don't even bother worrying about. More gas means more weight and a less maneuverable plane, and in both the F6 AND F4 when dealing with a MA overrun by Spixteens I want to fly as light as I can and still have fuel to fight. I only carry more than 50% internal in a -1D if drop tanks are unavailable, and even then never more than 75%. The exception is if I'm packing a full ordinance load, which I have no problems loading full fuel since I'll just burn off about half anyway on the climb out to my usual approach alt. If I'm going to BnZ I keep my external fuel, but once I need to start turning I know I've got enough gas I can cut my tank and still make it home. Also, I think F4UDOA posted something that indicates the F4U actually gets MORE range because of her greater speed, especially at cruise. I know I've been able to make it at least a sector on 1/8 internal in the 1D at ~5-7k alt under max cruise settings.
To follow your example of personal experience vs, I've shot down 12 F6Fs this tour, and died to 3. One I was forced into a HO situation by an enemy F4U that joined the fight late (I SHOULD have had the F6, but when I got saddled up his F4 buddy tried to HO and I was forced to break off before I could fire. Both me and the F6 extended, reversed, and to keep the F4 from getting a good shot or slipping in behind me I was driven into an anglethat put me into a HO on the F6. I lit his engine up but as I passed over my tail popped off. I HATE dying like that
). On the second a Zeke made a high-deflection shot that clipped off the outer half of my left wing, and while I was trying to recover the F6 that I was sparring with (once again, I had the shot but lost it when I tried to evade the Zeke) circled in behind me. I can't remember the third one, (I THINK I had just recorded a kill and he circled in behind me before I could evade) but certainly, I WOULD have had the other two without the intervention of their buddy.