Respectfully declining, but the airgame is anything but about reaction and quickness.
In the shown airfight against a Terror Battleship i spend 45 out of 100 minutes having to design a strategy, building the correct aircraft weapons and having to build some additional aircraft, especially used for THAT fight, and THAT strategy: https://youtu.be/9d3piT0zxhg
Since you can stop the game literally anytime, any second, the skills of reaction and quickness are virtually completely taken out of the equation, as you literally can just pause the game for however long you want. The only quickness skill you might have is the skill on how fast you can press the space bar AKA how fast can your brain tell you fingers to press a button.
The UFO vs xenonaut aircraft functions much like rock paper scissor. Bomber aircraft beat big UFOs which beat interceptor which beat alien interceptor which beat bomber and hybrid aircraft which beat drone UFOs which beat Bomber.
So before you even start the fight you need detailed matchup knowledge. After that your experience determines what kind of aircraft weapons you can EFFECTIVELY use in combat. After that you technology determines what kind of weaponry is available, and after that your resources determine what kind of weaponry you can build.
When everything is set you look at your weaponry, make an estimated guess of what needs to be where, and with what squadron you expect to take down what kind of UFO. You estimate bases and country in danger and fly your aircraft where it is needed, or where you expect most UFO activity from.
When the wave comes your skills in aircombat ( not quickness or reaction, but a battle plan as i show in my videos ) and your strategy earlier deviced will determine which kind of UFOs you will be able to shoot down.
The downed UFOs represent a choice of the missions you can take on at the moment and the success of Ground Combat missions again determine what kind of technology and resources you have available to better shoot down UFOs next. And the circle continues, its the diablo principle, get better loot to be stronger to get better loot to be stronger to get better loot.
The airgame is about creativity, freedom of expression ( since there are so many aircraft and weapon options available for the same task), geopolitical, strategic and tactical decisions, about success and mistakes, about oversights and resource management.
You can say that you dont like it, or dont want to try it, but dont compare it to trash you have played 30 years ago. This here is the real deal.