So, aerospace rules are complicated, but you have very very little time on target to aircraft, so hitting them with anything and hoping they fail a PSR and go out of control is the best way to deal with them. Flak -2 thus trumps more damage from other sources to cause the initial PSR.
Thresholds, in my experience, is not a good way to down an aerospace unit. There are very few areas that actually threaten an aerofighter with a crit, and you arnt guarenteed to get it. In an attrition air only game at space it matters more, but if you are playing the odds you shouldnt be focusing on thresholds, they just arnt impactful in the actual game span being played ground-to-air.
Raw damage is good at dropping some aerospace units, because unlike threshold with its low impact, raw damage not only can kill weak aerospace assets, like conventional, but it also forces a +1 penalty to the PSR for every 20 damage dealt. Since PSRs are the #1 way to 'quickly' kill aerospace in a ground versus air game of battletech, raw damage making those PSRs harder is the next best bet to deal with them, the first being to get ANY damage onto them (with flak).
Now, on top of this, IF you play BV balance (and you should), the BV formula is almost just rangeXdamage. So AC2 and 5s are cheap long range guns, cause their damage isnt that high, meaning bringing some flak ACs to the fight isnt costing you very much. Like, the Blackjack's 949 BV, and removing the paired AC2s and ammo makes it 884, thus the opportunity cost for those 2 AC2s is only 65 BV. 65 BV to cover the sky with some plinkers is a STEAL. While AC2s and 5s are not the most efficient anti-mech guns, they are super good versus aerospace, thanks to flak ammo.
As for range, well one of the things aerospace can do is just fly at altitude 10 and drop bombs. At such an altitude, only range 20+ attacks very close to the flight line can hit. So AC2s are the only introtech weapon that can hit them from more then 1 hexline away, while LRMs can hit them one hex from the line. LBx in later timeline are even longer ranged, though ER LRMs are the longest range guns. Since aerospace moves after ground, if all you brought was LRMs for antiair work, the fighters can literally just never be shot, dropping bombs until empty, by being more then 1 hex away from the LRM units.
If the fighters are just kinda lining up gun runs like via a mechbuster, well at that point you can hit them with medium lasers haha, so those aerospace units dont tend to live long and yeah, you dont need flak or range or anything, just medium lasers like literally everywhere else in the game lol. This advice is more geared towards shooting the high altitude bombers, who can do their thing and fly away safely unless you ding them with a flak shot and send them out of control. In linked games or games where tracking kills is the mission, failing to down the high altitude bomber means they can come back, or you dont score any kills and thus dont win the mission if you lose even 1 unit.
SO yeah, how you set up your game and how aggressively you play will make very big impacts in what the value of an AA flak AC is worth. Against the YOLO mechbuster, you can just zap them with anything so who cares. Its when Air assets are trying to be frustrating and evasive, only engaging at altitudes that make other units unable to shoot them, that the AC flak is so valuable to score that plink for PSR.