A few notes I made while reading this list:
1. Sinice most units in A&A aren’t a single unit, you don’t need to use a fghter to get gliders off the ground. You can assume that is included in the unit.
2. A successful attack by an AA gun should kill both the paratroopers and the air transport. Otherwise paratroopers become too powerful of a unit.
3. The cost should stay right around a bomber. If you make air transports too cheap, seagoing transports would rarely get used.
4. Bombers and air transport should be seperate units. You shouldn’t be able to drop paratroopers off in one round and bomb with the same unit the next. Since I have both the MB version and revised, it’s not hard to distinguish between bombers and air transport.
5. Paratroopers were semi-elite. I have no problem letting them attack at 2. Another idea I liked was allowing them to attack at 2 during their jump, but then they revert back to normal infantry. Either way should work. Another idea that you could use would be to use elite units (SS, USMC, etc) as your airborne. This isn’t exactly historically accurate though. Marines and SS were seperate from airborne and falshirmjagers.
6. Only one infantry should be allowed per transport. There are two reasons for this. 1-You don’t want to run into the problem that nobody is using sea transports. 2-Each piece represents a lot of men. A squadron of air transports would be hard pressed to deliver that many men to battle. A&A does require you to allow a few inaccuracies, but I think you should try to stay as accurate as possible.
7. Air transports should get 0 attack. I would say 0 defense, but I would be o.k. with 1 defense. If switching over to d12, then the defense should stay at 1 though.