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when you've earned it, you can have your air wing sizes back
Secondly, yes, losing control over air wings was one of the worst decisions possible. It was a lazy attempt to hard lock the ai that still didn't work, and now players lose control over how they deploy their air force.
And before anybody says so, nobody cares that aces are optimal at 100 wing size, any player can more than easily beat AI without optimal play, especially something as minor as that. It is not remotely a valid reason to hardlock player choice.
For land based yes, but for carriers it's a mess. I think there are even modules (Japan?) which increase the decksize to an uneven number, making it impossible to fill out, or you overstack which gives huge penalties.
The freedom of airfoce composition or design same as for template is still there (and was not before actually)
It was important and very good step for game balance.
Without changing any of the other new features, it would have been ideal to allow smaller air wings. For example, the British used to get about 250 tactical bombers at the start or you could easily get that number before war. Split into wings of 50 each, you could cover all the adjacent waters around Britain including Norway, which radically impacted the U Boat onslaught. Now it seems that tac or naval bombers (longer range) are quite expensive to build and so I can never get more than about 100 tac bombers built in time (without totally skewing my build priorities), and this is just one air wing covering just one sea area. Being able to split it into two would at least cover the North Sea and the Western Approaches, the two most important seas (the Channel I cover with short range naval bombers).
Also, previously I used to pull all the carrier planes off and train them up, then redistribute them onto my preferred carriers, ensuring the carriers were the strongest I could get them when they actually entered battle. Now, they slowly fill across all carriers and if you remove them to land, they automatically become 100 plane air wings. This is definitely a poorer outcome than before the change.
If you do what I do, which is to build 4 Ark Royal class carriers before the war and two 1940 class carriers as soon as the tech is reasonable to research, you can find that you need a lot of factories on carrier planes to have any carriers in battle with full and fully trained air wings. The ability to dismount the air wings for training and reallocation meant I had new carriers in port with no planes as I slowly built up the reserves to stock them. Planes are fast to build, ships not so much, so drip feeding the new carriers into the mix like that worked well. Now, I have untrained and under-strength air wings or keep all carriers out of the fleets until the air wings are fully populated and I have had a chance to train them: the way I play that can be mid 1940.
It certainly doesn't fix the AI either, I can't count the number of times they stack hundreds more planes than the airbase can handle into one, and there's two empty bases in the neighboring states. They don't even seem to prioritize by distance, well not quite the right wording but like the AI will stack naval bombers in bases along the European frontlines where I'm trying to use my fighters and CAS to support the front; they just want to bomb convoys they could be doing this from England or Norway but no, gotta use the Netherlands bases...
And in opposite using large bomb wing like NAV or CAS made them overstack in single combat day and encounter caused to single unit/ship extreme damage (and in case of ship usually sink them way too easy) - this was never intended and bomb forces in region were still limited by combat width or weight that should in theory result size of wing does not matter at all but with combination how the wing participated in combat it was the truth.
And yeah by standarize the wing size to default that was always intended and optimal they solved all those balance issues + it streamlined airforce creation and management.