Neat wishlist.
But if we just take what we have at this moment and fix it or improve it, it would already be better. For example spawning a ground battle and “A” point at the same time, so you get organic fighters covering the attackers. There could also be advanced designs with the current options:
Start a match with one or two ground battles at random frontline locations. All subsequent battles spawn when a convoy arrives to the frontline.
Get rid of the artificial “A” point, instead the moving convoys and static ground battles are a hidden “A” points which is theoretically unlimited in distance via a mathematical function so 30km away you get x1.0001%reward, but if you would hover in the middle and on the ground of the convoy/battle, you would get x3.0 (Which is unattainable, but the closer you are, the better it is), and it works on coordinate distance from the center point, so no more 16x16x5km slabs. Instead of the points being capturable, the more players are in the vicinity the more speed boost the convoy gets and the first convoy to arrive at the fronline gets a slight buff to defence, since they had time to prepare. In addition, all actions give higher rewards the closer to the hidden “A” points they are. You can kill a player or bomb a base in A1, get 1500SL, but if you kill a player/bomb a base close to the convoy/ground battle, you get 6000SL for the same action, just in a more contested location, which we can pretend is of strategic importance.
AI bombers and attackers try to hit closeby bases/ground battles/convoys as they do now, but should be improved in behaviour as you wrote.
AI recon planes are “attached” to the convoy pathing so they give you arough idea where the ground battle will be. Shooting them down could also impose a debuff on accuracy/skill of the attached convoy so it is easier to deal with them as CAS, and it gives the interceptors a more substantial role.
For a further twist, the tickets would only drain when an objective is completed making PvP for the sake of PvP pointless in terms of winning, but absolutely necessary for the sake of PvE activities. Of course AA AI needs to be adjusted as well - there is no logical sense why a moving convoy has better AA accuracy as a stationary prepared battle. Even if the game logic retains the hitscan (Lets say if you move into AA bubble, you have a 90% change to get hit every second), the hitchance splits depend on the players in it’s bubble. If there is 3 players, each one has a 30% chance to get hit per second. If there is 6 players, it goes down to 15% and so on. Insted of the current situation where bringing more players just means one or two will get sacrificed and lose time and SL, while the third one reaps all the rewards.
Something along those lines would at least mechanicaly incentivise people to go for a set of objectives that are related to eachother, as if they have some “story” behind them and are organic.