First off, the rules for aero units on the ground map sheets are part of Total Warfare, and were part of AT2: It's a direct port. This means, if you want to do the conversion from BT/TW to AS, it would simply be a matter of changing the size of each hex and the minimum movement of 8 hexes before a turn, unless they've finally errata'd that. (Approximately 3 if you decide to round up. Convert that to inches via AS hex conversion and that's 6 inches. And, with 30 second turns, you would effectively get up to 3 turns in an AS turn.)
Secondly, the slashing attack was how AT1 and core AT2 and now TW handled air-to-ground interactions. Most aerial units fought it out on a low altitude map where each hex is a ground map-sheet in AT2 and in TW. On that, you could circle the fight zone, and with using ground maps for low altitude maps you could have actual terrain features to get in the way.
AT1, the fighters were so fast they only fought on what constituted an ultra-high altitude map, where the planet took up a single hex and atmo the surrounding hexes. (Oh, yes, I imagine there was some minor anti-grav going on to keep the pilots from becoming paste.) The only interaction they had were the slashing attacks on the ground map.
If you really want slow movers, you might want to take a look at the rules for TRo 1945, which has some low-altitude scale conversions for the slower warplanes of WWII.