Are any of you regularly using the Aerospace rules in your games? If so, what are your thoughts about it?
The shape of the battlefield is changed immediately by their presence. Having units that are able to attack parts of the board that would have been unreachable by ground forces is a big deal and making decisions around that is important.
They can help make losing the initiative less of an issue since they set flight paths after all ground forces have moved, which, if using lots of fighters (like a whole squadron or star) can basically make initiative a non-factor, but also can make it harder to have enough ground forces to complete objectives and starts to make your list look like it was built in bad-faith depending on how much you devote to Aero if your opponent isn't aware of it.
Being able to bring one-shot AoE weapons to the table, too, makes ground force selection very different. Things like Fire Moths and Locusts are much more risky and less pesky if they're allowed, which is also something that can happen with the inclusion of using BSPs.
I like that they aren't extremely difficult to use and are useable every turn, unlike previous iterations, but also feel like the rules set could use a bit more tuning to make things like Thrust a bigger deal with air-to-air engagements.