Yeah, it does complicate trying to predict the exact RP a single base will give us.
We did arrive at somewhat usable rough values at least, so that’s something!
With our values for a single base destruction for the J7D(

)
that being, 1598+3168 = 4750 (our predicted value is 2x(795.46+1.598.62)=4788.16)
We can compare “Survival vs bomb” at last.
To get the same RP as a base kill through survival assuming 80% activity (you got 68, 74 and 94 - average is 78, rounding to 80 for ease)
Victory
With Premium: 2 * 2.0 * 1.22 * 0.8 * 4.64 * x = 4750
x = 4.4 minutes
Loss:
With premium: 2 * 1.34 * 1.22 * 0.8 * 4.64 * x = 4750
x = 6.5 minutes
Since we’re discussing premium, we’ll eschew skill bonus from the consideration.
What this says that if you did not drop the bomb, but have somehow maintained the same activity level (kills or howitzers or such), you’d need to survive 4.4/6.5 minutes depending if your team wins to get the same RP rewards.
Given top tier matches do seem to end at ~5 minutes rather consistently, the 50:50 of “Does my team win? Does my team lose?” favour the bombing for consistency.
Notably, time spent alive and bombing rewards are not exclusive.
5 minute survival AND bombing is ~equivalent to 10 minute survival and NOT bombing.
If you can influence your win rate to be higher than 50:50 or consistently drag matches out to ~12 minutes by not risking bombing the first base, playing for survival and wins looks more consistent according to this back of napkin analysis.
Introducing skill bonus means that a non-premium plane and a non-premium player will be heavily favoured to get skill bonus as premium does not multiply skill bonus, so playing for kills is an F2P player best bet.
With premium , skill bonus loses a lot of value and I suppose I concede that base bombing is likely the best progress until a certain win rate/survival is achieved.