1. The Haru T10 is pretty powerful. (USN equiv might be as well and use the same tactics). Their squadrons approached to 5km (edge of my flak), dropped payload, F keyed out by 4km. This gave my T9 Lion no chance to defend myself. The torps were nigh invisible until they were on top of me with no help of steering around them. My only hope was to see the splashes as they were dropped, notice and remember the airplanes rough heading, and steer into them accordingly (hoping I would only eat 1 or 2).
They seem to never have flown anything other than a torp plane, which makes me question the service/re-arm time.
2. AA is a little more fun, but really does not take any skill. All the skill is on the CV driver. All the target can do is hope and pray. Doesn't matter if you are good or bad, its all the skill of the CV player. I wonder what the game will be like when CV players are a little more experienced. I thought AA was too powerful. (heck is shot down 60+ planes on my first day). Then I realized it's all on the skill of the CV. Avoid my flak, even my Wooster does little to a good CV driver who can dump and F key out.
3. I don't understand why planes should have (or could have) RDF. This is an unnecessary buff, and while I haven't researched it, I don't think WW2 had AWACs plane support.
4. Spotting mechanics seem broken. CV's are killing the role and fun of DD's. I don't think CV's planes should be able to spot nearly as well as they do.
5. Fighters seem chunky and broken to use. Perhaps it is because of the tactics posted in point 1. Perhaps they have low damage output. Also weird I store a squadron of fighters on my BB and I decide not to put any fuel in them. Fighter's did, and should, eat up and punish an enemy air attack. They don't. Fighters should be able to target and pursue a specific enemy squadron. Fighter's should not originate from a BB's catapult nor should they be retrieved.