Hey Captains,
We are aware of the "slingshot drop" and how it works mechanically. This is a skill that does take time to learn and get good with. This maneuver does not increase your accuracy in any way and makes it so you have less time to accurately gauge distance for a successful attack run. The removal of the damage immunity mechanic would lead to planes taking more damage while not being able to dodge and would probably have to forfeit their next attack run. This maneuver ends up taking up two flights for each attack, thus lowering overall squadron damage output. When we did the waterline series about CVs, we specifically said players would explore and find new tricks with the CVs.
Currently we see this as a tactical trade off. Can this change in the future? Sure. The CV class will be receiving some tweaks in 0.8.4. when it comes to spotting but if we change too many parameters at the same time, the data that we receive on CV impact would be difficult to properly assess. As far as game balance goes, we want to continue doing changes sequentially instead of all at once.
In regards to AA we have already mentioned in a recent Developer's Blog that we will be completely redesigning how the AA sector mechanic works.
This is the exact wording from the Developer's Blog:
The mechanics of the priority AA sectors will be completely redesigned. We decided to change not only the visual component, but also to significantly improve the interaction of the ship with squadrons. It is too early to talk about any details, but the main goal that we want to achieve is for the player to get more effective AA with the proper use of the priority AA sectors and the choice of appropriate skills and upgrades.