Random untested thoughts:
1) Let Long and Extreme attacks be made from adjacent zones (to air targets only).
2) If you start the engagement, you may only choose a range where you have damage at. You can't attempt to tail, then declare you're holding them off at extreme range if you fail. If they start the engagement, you are welcome to run away.
3) Evasive manuever option (+ to your attacks, + to attacks against you)
4) I think every unit needs some ability to split fire, but none more so than Dropships+.
1) I'm with Scotty on this. WarShips get a similar ability already, and it's only of very limited practical use as is. Expanding it to long rubs me as being too generous, and the limited practicality for letting ASFs fire into adjacent sectors with extreme range sounds like adding way more tactical complication than providing balance between different units.
2) I like this, but technically speaking a simpler iteration. I don't see any need to restrict engagements... so long as you can't contest a disengagement in a range band where you can't do damage.
3) seems interesting, but I don't know that it'd actually add enough depth to strategy to make up for the extra layer of complication.
4) My feelings are mixed. Large craft already get numerous attacks. I don't know that they need to be able to break multiple attacks into more multiple attacks, especially when MultiTasker is a thing as well. (4 firing arcs becomes 8 attacks, which become 16 attacks with a SPA?) OTOH, I do think that AS could do well with MultiTasker being a rulebook rule option available to everyone rather than being a special SPA. But that's not aero-specific.
Assuming a rule similar to #2 comes into force I think engagements are actually ok as is. Ever since IO came out I've been mulling over specific language for rules governing squadrons in AS combat. The thing is, unless you're doing a big fleet battle you're not likely to use them. And they're not really PV related anyway.... but dovetailing off of
that is a spinoff project about a scaled down version for standard AS games... flights of 2 aero units instead of squadrons of 6 (or 4 dropships, etc). Aerospace doctrine, both real world and in the fictional universe, prominently feature wingmen for the express purpose of helping the leader not get shot up in an engagement. In the abstract aero rules as they are, wingmen are absolutely zero help as engagements are very strictly binary affairs, even when a unit is in multiple engagements. I think AS abstract aero rules would benefit from a "small squadron" rule similar to those presented for ACS in IO.
But again, squadrons/flights/leader-wingmen rules aren't strictly PV related so I won't go further down that rabbit hole. But that in turn does segue into (at last) my PV-relevant topic: numbers of units. If you do bring a wingman or escort for bombers you're intending to conduct ground strikes, you're inflating your PVs spent on the aero component of your force. You're also, as I mentioned in the other thread, screwing up your own initiative. For every N aero units you bring more than the other guy, you're forfieting N-1 ground moves to the other guy after your last move
even when you WIN initiative. Initiative rules needs, imo, to divorce ground/air distinctions. If I bring a swarm of fighters and you brought none, I might move my fighters first as init sinks, sure, but anyone can do that with any swarm. Plus, there's an organic disincentive to use unopposed fighters as init sinks if they do indeed have to declare flight paths as part of their move if they end in the central zone.
The PV is a pricklier nut. Is an ASF's contribution to a ground battle really worth its PV? A Slayer is a good example of a basic, solid ground attack platform. You're looking at 34-35 points, depending on the model. Given the importance of passing lawn dart checks, you're probably paying more via skill hikes but for my purposes here I think its fair to assume default skill values between both ground and air units. For those points, you're getting DAM 4 and 3 bombs. It can soak 11 damage without dying, but inherent to its unit type ANY single hit can kill it (again, barring a huge skill investment) and any single hit exceeding its TH value gets a potentially mission-killing crit, even if armor has not yet been exhausted.
For the same PV, you can get a MAD-3R. Its damage potential is very comparable, but of course it doesn't have the ASF's ability to drop TMM-ignoring bombs anywhere on the board. Its damage soak is the same; it can take 11 damage w/o dying. However it doesn't suffer any crits until armor is gone and gets to benefit from cover and terrain. Critically, you don't have to make lawn dart checks every round you take damage and most importantly of all: it's on the table every round of the game (until it's dead/withdrawn, of course)
So for 35ish points, would you take the Slayer or the Marauder? The Slayer doesn't show up until round 3, and is only present every other turn after that. It's usually far easier to hit, and potentially is going to die any time it is hit. Against those drawbacks, you would gain the upside of the 3 bomb attacks (and/or the opportunities to strafe multiple targets). I don't think it's really a fair balance there... for 35 points I'd take the Marauder every time (esp. if the PV system fixes high-tmm spam). The 3 bombs aren't enough of an advantage to forgo taking the Marauder instead.
Xotl said in the other thread that dual PVs are not on the table. Well, what if it were turned on its ear? What if you get a PV discount for aero units in what's basically a ground battle? (for battles taking place w/o a ground component, obviously the PV discount need not apply). I don't know what'd be a fair discount, but something like 2/3 would make Aero much more able to contribute in a manner consummate to their PV relative the PV to ground units. In the Slayer and Marauder example, it'd be much more of a choice between a 21 point Slayer or a 35 point Marauder.