Well I finally found my old copies of
Ace of Aces, and I'm pleased to report (to anyone who still cares) that our first prototype test of modified rules shows a great deal of promise!
By far, the most important thing the test proved was that all the added realism packed into this modification
did not add significant overhead to the basic play of
Ace of Aces. Yes, people had to stop and think more because their moves had a lot more consequences, but on the other hand they had a lot fewer arrows to choose from and no one had any problems with juggling fiddly extras, books, components, or deciphering what they were supposed to do next.
Another positive was that the Camel (the only plane I've modeled so far)
actually flew like a Camel (aside from some boneheaded flight model inconsistencies on my part). This is also very good news, as it should be easy to extend this framework to model a lot of subtle behavior (roll rate, energy bleed, turn radius, climb/dive performance, speed, torque, etc etc) of just about anything from a Spad XIII all the way down to a Fokker EIII.
That being said, there are still a lot of kinks to work out. The most concerning thing was that planes circled too widely, causing them to fly out of range just trying to get on each other's tail. I'm worried that tightening turn radii any further might cause planes to simply pivot in place, but I haven't had time to work out what I'm actually dealing with here yet.
There were also some aesthetic concerns where the iconography created misleading perceptions of what the game mechanics should be. This included concerns that people had trouble picturing what was going on with their plane. However, as far as I can tell, these adjustments should be either cosmetic or perfective in nature, although only time will tell if working them through causes something to blow up in my face.