I am with Chris here in the sense that I feel that X2 should not have the same air game as X1. As awesome as it was, it does not really fit into a turn-based tactical game, and I have read numerous accounts of people who disliked it because of how hard it was to get into.
Having played FiraXCOM 1 and 2 I still feel it is the superior system compared to these two. FiraXCOM 1 was a joke of a game (watch and pray for luck, maybe use a consumable from time to time) and 2 abandoned it completely, both of which are no viable options for X2, I hope.
I don't know how to solve the issue with the air game, which is aggravated by the fact that I have not yet played the X2 version. But I encourage the Goldhawk team to take their time, orient on how real air combat in the Cold War period worked (and extraploate with cool SciFi abilities from there) and focus on tactical gameplay without any reaction component.
Elements of these encounters could be position, orientation, speed, height, aircraft design (determining minimum and maximum values as well as change rate of parameters), pilot experience and loadout.