All items in mind are for testing in a Furball arena before I can begin to even imagine suggesting a major overhaul in an MA. These items are just to add a different sense of flair and fun to the game, as I am sure that I'll get flamed for anything even remotely suggesting historical inaccuracy.
-A modified Perk system that enables players to customize their abilities in any given plane that change the gameplay experience without giving any player a huge advantage over any other. Possibile to integrate into a pilot progression system where perks are earned over time, or by score. These are some examples of the 3 areas where 1 perk in each area may be selected.
Loadout
Long Way Home - Carry 50% more fuel in drop tanks
Hidden Compartments - 50% more ammunition
Fireworks - Carry 50% more bombs
Camoflage - Exact position is not given to enemy radar
Air Cooling - Engine does not overheat as fast when oil is lost.
Reinforced landing gear - Gear is more resistant to being ripped off at high speeds.
High-Speed Flaps - Flaps can deploy at higher speeds.
Plane
Armor Plating - Plane can take 50% more damage
Speedy - Plane can cruise 15% faster
Long Barrels - Muzzle velocity of arms is 50% greater
Stopping Power - Weapons do 25% more damage
Double Tap - Weapons fire 50% faster
Barrel Racer - Plane can turn 25% tighter
Stuntplane - Plane can roll 30% faster
Deep Impact - Weapons lose less momentum at long range.
Pilot
Juggernaut - Pilot will not die from pilot wounds, but will still blackout
Seasoned Pilot - Pilot can withstand 10% more G's before blacking out
Shades - Sun does not blind pilot as badly
Reconnnaissance - Pilot sees locations of all ground vehicles in sight on his map
Oil Shield - Oil will not spill over the cockpit in such volume
Fast Reactions - Plane will respond more quickly when changing direction
Target Tracking - Pilot sees an arrow on his display pointing to one targeted enemy.