Implementing RCS in a more realistic way

Currently, Gaijin calculates RCS as based on wingspan. They take the diameter of the sphere around the aircraft and multiply it by a multiplier set for front, rear, and side aspect. I understand this is a simplified way to calculate RCS but with 5th gen coming in a year or more, I think now is a good time to implement RCS calculation realistically for players to practice, adapt, and get comfortable so they can adapt to 5th gen better and make the game more realistic. Also aircraft design is a beautiful piece of art but people forget about the dedication that is put into aspects that matter IRL other than looks.

RCS calculation is hard IRL so I want to use this thread to talk about ideas to improve RCS without making it too complicated. (Do not turn this thread into comparing individual plane’s RCS please)
I will suggest below what I’m thinking.

  1. Total surface area of plane facing enemy radar calculated. (For example, a plane exposing the whole wingspan is more visible than a plane flying horizontally flat to the enemy radar.
  2. Composites and RAM coating have a stealth multiplier similar to how different materials in tanks have different multipliers.
  3. Engine inlet exposure, not sure how to implement but maybe RCS being changed by percentage of compressor face reflected.
  4. Number of fuel tanks and missiles increasing RCS.
  5. Edge integration and right angles. I feel like this would complicate things too much but feel free to discuss ways to simplify this.

If you guys have more suggestions feel free to list them as well.