In my humble opinion, in a game where there is a single class with a gameplay mechanic and control completely different to that of the rest of the classes is always a difficult task to manage.   AA is a mostly random mechanic where in-class has the only absolute tools to manage and out-of-class it's largely based on hope. It further makes it difficult out-of-class when the Meta (HE spam) actually removes the only significant tools they have to deal with aircraft threats. In-class it can also be frustrating when straff-less dog fights are completely random in outcome and can dictate a player having no fighters to actually counter the aerial threat posed to team mates.   In a real-world example, in this ranked season there was a game where a CV spotted the entire enemy team at spawn and exposed the entire tactic unchallenged, while the enemy CV was instead going for the non-scouting option of attacking players. All the AA resources of both teams were depleted through HE spam so every plane strike was successful, but in the end the team that won was the one that did the initial scout. The main problem with such drastically different mechanics is that one will always feel powerless to manage the other. I mean, even an NC can be killed by a CV after being HE spammed, so ships that have the best tools to manage the aerial threat are ultimately made useless in the said department. The game essentially needs to calibrate the mechanics in a way that out-of-class players have at least a semblance of confidence that in some way they can manage the threat (not nullifying it, I must stress).   The current game mechanics are indeed challenging, and maybe the solution lies not in having a class that plays like an isometric RTS in an FPS style of game but instead in keeping somehow the FPS component common within all playable classes. Imagine, for example, that playing CVs would turn into a cross between WOWS and WOP? CVs could only deploy one squadron at a time and had to pilot it in an FPS manner? Challenging, yes, but at least it would not feel like such in the same team you have one player playing DoTA while the others are playing Call of Duty. Can you imagine any of those games having a parallel to the current WoWS mechanical disparity?   Another idea would be to replace the current random and debatable mechanic of ships selecting a squadron to focus their AA on (well, whatever AA they had in the first place or have left, that is) with one based on angling, where you could instead set an aerial-denial angle that would greatly reduce or even deny the success of an aerial strike in that angle, leaving the ship player able to continue focus on the angling part of the gameplay as opposed to having to compromise it by having to be an easy one-shot target to the majority of the enemy ships in order to avoid a single torpedo drop strike, for example.   By no means I am proposing to have the absolute answer to the problem, but I think that the solution definitely lies firmly in greater play convergence between CV and non-CV classes and enhancing the element of every class feeling they have some level of control in the matter. It's simply unstustainable to have an FPS style of game for all ships where terrain, angle, speed and positioning are the main factors, and have one class where your "ships" play in a completely different axis and can fully disregard the majority of mechanics that others have to manage and vice versa.