The problem with detailed aircraft (and most vehicle) combat rules is that the speeds are so great and the ranges so long that there isnt much sense to bother with detailed rules.
Unless you are having a dogfight at slow (Pre-jet speeds) its relatively boring for the player.
I'm going to have to disagree here. The key, to my mind, is the extent to which player choices matter. In aircraft combat, the choices mainly revolve around maneuver. For modern air combat, certain long range air to air missles can remove the effectiveness of maneuver and become relatively uninteresting (roll dice to determine pilot fate). However, tailoring a scenario to create player choices, whether by making the use of such a weapon either ineffective (perhaps ground clutter) or undersirable (you've only got one, make it count), can create very interesting combats.
As an aside, with these games I only ever play the 'let's kill each other' scenario to learn the rules, since I tend to find those rather boring scenarios. I like to go for scenarios more like 'bomber escort' where both sides have an objective beyond a simple 'the other guy must die'.