As F.A has progressed, Air Experimentals have been made virtually redundant. Their sole actual use now seems to be just an extremely expensive Mercy style suicide unit (basically a giant anvil to drop on targets), or as a kind of flying taunt that is lorded over an overwhelmed enemy before delivering the coup de grace.
It would be cool if they could be made useful, and actually fulfill the roles they were intended for, but Im not even sure they can be balanced, and may just be a unworkable class type. I think the main problem is not with the T4 air units themselves, but the very nature of T3 ASFs. The ability of ASFs to deliver so much DPS anywhere on the field virtualy instantly and then escape again, forces any other unit in their realm to either be extremely fast, stealthy, subtly deployed and quickly return to (or simply stay-in) safe airspace after any excursion into enemy territory. T4 are not designed with any of these perimeters in mind, so I wanted to put out some, and other hear peoples, suggestions on what can be done to balance them without also changing ASFs.
The most obvious thing seems to be to up their HP so that missions would actually be survivable, but it would have to be so high they would become virtually unstoppable game-enders, and I guess be given a suitably higher cost. A solution to this might be to instead give them a kind of air missile decoy flare that works in the same way as torpedo defense does for ships but leaves them vulnerable to flak. Or shields that only protects them from attacks to their sides and top (to help against other aircraft) but does not cover their underside, so they can still be cost effectively killed by ground fire from Flak and SAMS. But both these options are kind of a custom unit mod that I dont think is suitable.
They could be given such prohibitively powerful AA DPS and range that attacking with ASFs was not cost effective, forcing the opponent to scout and invest in ground based AA (in a similar way that directly attacking Land T4s with T3 land units often isnt the best way to deal with them), but again this may make them more like game enders.
Another route may be to make them cheaper and faster so that they can be fielded before prohibitive amounts of T3 air has hit the field if you go for a specific fast build (kind of the same role as the Monkey Lord fulfills on land now). This would also perhaps call for a decrease in thier attack power, and certainly thier crash damage so they are not a spamable assassination kamikaze unit.
Stealth would also help, but would certainly not be enough on its own.
What are other peoples thoughts and suggestions to actually get T4 out in the field doing what they were designed to do?