In essence (if we take your worldview to be correct) you need to change the mentality of a generation of new players. I don't agree with you (there really aren't enough new players on to foist a new paradigm on us, are there?) but let's say for a moment you are right. What do you think ought to be done; and, more importantly, why do you think it would work?
Not trying to change anybody's way of playing, or mentality.
example, to capture a field.
Basic plan, drop 3klbs on VH to take it out. Using attack, or low level hvy bombers carpet bomb the town. Take out ack at field and vulch until troops get in.
Adjustments to the game.
Bump the damage to take out a VH to 10klbs and allow only a certain number of vehicles out at a time. This leaves the option to drop a VH available. It also gives GVers a chance to FIGHT in vehicles, but only on a limited bases so that vehicles cant over whelm and attacking force. For every ATTACKING GV, the limit on the defenders side goes up one also. Say the limit is 3, most likely wirbles and Osties. If the attachers bring GVs, the defenders can still keep the 3 air defense but can roll a tank for the attacking tank.
Add a safety bubble over the field so uppers can not be vulched. Once they leave that bubble they no longer get the protection of it and so cant run back to it and hide. This give defenders a chance to get to a fighting speed with out having to up from a different field taking the time to get to the attack. It only protect this upping, ack would still cover those trying to hide, but attackers can still drop the ack to chase defenders back through the field doing away with their "hiding spot".
Adjust hvy bombers so that they can not release bombs under 10K feet. If you want to dive bomb with bombers you still have the medium bombers and the hvy are back to the lvl bombing roll they are designed for. Having groups of hvy bombers to level a town in a single pass will now need an escort creating more instances for battle. Medium bombers can become fighters after they drop creating more fights down low.
If dropping troops from a vehicle, make each troop count as a half. This way one goon takes a town, of 20 troops from M3s and jeeps take a town. This will put more goons in the mix, again needing cover and generating more fights.
after adjustments.....example, to capture a field.
Basic plan, drop 10klbs on VH to take it out, or not and deal with a number of wirbles. Using attack, or low level medium bombers, or high level hvy bombers, carpet bomb the town. Take out ack at field and suppress out bound aircraft until troops get in.
See, not much has changed. You still have the options you had before and still follow the same basic "plan" but the changes made force players to fight more, not just blow through. It gives defenders a chance to fight AT the base instead of flying TO the base to be too late. If defenders are fighting to save the base, attackers will have to fight to GET the base. All it does it put the COMBAT back into the game, which it what I think is sorely missing.
Many other things could be done. Add perks for a player posting a mission. Add perks for players completing the assigned attack in the mission (assigned to drop radar, 5 perks if you get it). Add perks for completing the mission. Add perk to defenders stopping the attack for 10 minutes after the first bomb drop. Create incentives to bring back the missions, the fighting.
Make it so you have to climb to 3500 feet before your bombs will arm. This makes the NOE still possible, but it will give the defenders a bit of a warning because everything carrying a bomb will have to pop up to 3500 before they can drop.
You can still run NOE, you can still try to jumpo from town to town grabbing base after base as quickly as you can, you can still call missions on the fly. It doesnt take anything away, it just makes it easier to follow the new rules to accomplish the same things. The new rules just guide players into interacting more and so create more opportunities for combat.