If I hacked our game-code and made every ship's AA 1,000% more effective, then most if not all planes would be shot down and do no damage. If that happened, the current system would still be the current system, but the expected losses would go from "some" to "all". That system WOULD address the current issue, though I'm not sure if it would "feel" correct in a thematic, movie-like experience sense.
There is an old saying regarding game balance:
Person A: "There's nothing you can do... this can't be balanced :\"
Person B: "If it does 10,000,000 damage, would that be too strong?"
Person A: "Yeah, that'd be way too strong!"
Person B: "If it does 1 damage, would that be too weak?"
Person A: "Yeah, that'd be way too weak!"
Person B: "So, it stands to reason that there is a number between 1 and 10,000,000 where it would be balanced, no?"
It's hard to nail, but it's literally what a Systems Design person does for Game Design. They make a system that interacts in a way that works.
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"Feel" isn't a metric that translates well into a System Design. "Experience" is probably a better term to use.
Example: "When I'm attacked by planes, I want to feel an experience like I'm under siege and every plane I take down is a stirring victory for me and the crew!"
I'm more concerned about the high-end view of the Ship/CV interactions which is more rooted in the math of the interactions, but I'm open to hearing people try to describe things in a cinematic sense if the issue isn't actually the damage a CV can do to you or the plane losses you can inflict on it.