Well, if you're going after the american market, there are some changes you must consider.
First-
You've got to lose the "Btchin' Betty" voice that sounds like a 10 year old child.
It reminded me of my daughter at Disney World. That vocal pitch won't fly very long.
Alter the pitch of the voice models or simply ask mom and dad to do the voice overs.
Noone in America will take direction from a child. Especially the children of America today.
Spoiled self-centered bed wetting wanna-be brats. Put some sex appeal in the voice and use a male voice whose nose was broken or enjoys a cigarette w/his coffee each morning.
Don't use any lessons from Hollywood.
Second-
Lose the camera lense flare. It might have been cute in 1999 (Actually, no it wasn't). Its a dead horse now.
No reason at all to use it. And it steals resources that could go towards something far more important to the sim or to the user's eye. This ain't Hollywood or Academy of Films-
Don't let anyone tell you that its important to see spent shell casings being expended from underneath either. Another precious waste of resource. Just because we have super computers in the home doesn't mean the idea is to try and max that computer's resource.
Third-
Your flight model puts me in mind of Operation Iraq Freedom. Alittle whippy, but fun, nonetheless. I came close to a stall while in a 5g turn running close to 500kts. This definitely needs attention.
I brought the demo down last week (v103)...I was able to land on the carrier at first attempt. All I did was calibrate my stick in the game's menu. I never read the first word about any key command. I just pointed the nose at the deck and brought her down. Was I pleased? Yes. Was it accurate? Good enough. No Need to get high and mighty as Falcon 4.0 did when they first came out. Even the pros commented that the landing structure on the F16 was far more substantial than what the sim modeled (or BMS for that matter, which uses the old F4 model..)
Don't create a crunched sound file. Integrate sound waves so users can edit them for their own use/purpose.
Speaking of sound...work on the cannon fire. The Pitch is way too high. Sounded like a sewing machine instead of a gatling. Needs more throat.
The addition of a war room would be welcomed by most. Only the casual gamer would care less about such detail.
Your serious market- those with the money and commitment- will be drawn to the war room feature. Now this might mean that the sim has a semi-dynamic campaign engine. If that's not the case, then you'll find using Boolean coding your best bet where everything can or might take place using event flags/triggers. Jane's used this concept and it was favored by many for its stability from within the sim-engine processing. Not the easiest, but nothing worthwhile ever is.
This is not a rant or putdown(or maybe it is). If the demo had a mission editor, I would have already contacted you and submitted a payment for this demo. I am one that is hopefully watching and wishing to see this product come to market.
But take it from an ol'pro. Are you making a plane game or a combat simulator..??
Tell your viewers-
I'm staying tuned-