@Baron:
The usual situation of casualty picking in A&A is aircrafts hitting ground targets, hence a Stuka is far more effective than a Spitfire to destroy a tank. And I should add that a Helldiver TcB is far better than a Hellcat Fgt to destroy a IJN Musashi Battleship.
Even if your facts are correct, and I agree with you most of the time, the trick will be to make a HR that is so smooth, elegant and simple, that the casual A&A player that happens to be in your basement, agree to play by it, and not the lame OOB rulebook.
Combat in the real world seems to have some kind of sequenced fire phases, where specialized weapon systems can target specific units, and kill them before they can return fire. A Battleship have big long range guns, and can sink a Cruiser before it reach the range to shoot back. The artillery barrage loop shells into the infantry trench, and there is no way the infantry can kill that artillery. Heavy Bombers can carpet bomb infantry from high altitude and the infantry have no way to defend against it.
We can of course use the rules from hex and counter games like WiF etc, and resolve air to air combat, then resolve air to ground combat, followed by artillery barrage phase, mechanized blitzkrieg phase, and at last the infantry charge phase. But then it will not be A&A any more. Should we let artillery target other artillery in duels, like in the real world ? Or let Tacs target Tanks, like they did in the real world ? Or should each unit have several different combat values, like the counter units that can have up to 4 values depending on what kind of unit it target in a battle. Give the infantry one value against air, and another value against tanks, and another value against other infantry ? Because it is obvious that the infantry is stronger against other infantry, than against Heavy Bombers. But then it will not longer be A&A