I'm not a pilot, though I passed the written test once. I'm not Air Force, though I spent more than my fair share of time on base. Thoughts:
- Energy is a key concept in air combat: the combination of airspeed and altitude. If you're at high speed and high altitude you have many options. If you're at low speed and low altitude you don't. You can trade altitude for speed and vice versa, hard maneuvering costs energy, and it can take a while to build energy back up.
- If you're willing to abstract the hex map away, then dogfight combat really lends itself to a sort of martial arts system, where you would have maneuvers like "high-g attack", "plunging attack", "improve firing position", "break and extend range", and so on, with ramifications for OCV, DCV, speed, and altitude. Almost like treating aircraft as weapons.
- This would help solve the biggest problem I see with the TUV dogfighting rules, which currently boil down to a pilot skill roll-off. Decisions are what make the game. Do I spend lots of energy on a high-g attack and make myself a sitting duck? Or do I patiently work myself into a better position for a missile lock? Can I sucker this guy into overcommitting so that I can break away, or will he not be fooled and kill me? Should I stay here and build energy or should I dive so I can get in range to save my wingman?
- There's some similarity with existing (on foot) combat maneuvers. Missile lock is a bit like setting and bracing. Plunging attacks would be like move bys.
- I find myself wishing the dogfighting table were more gradual, like instead of a new roll-off result every turn, you could gradually build up piloting skill victories over a few turns and move yourself further down the table until you get to firing position at +6 and can engage with weapons.
Hardly a complete aerial combat system but I hope these random ideas help a bit.