I think missiles should split into few variants such as other shells since they are one of the only ammunition a bomber can use, having a wider variant of missiles to choose from can change the play style of each pilot individually and would add more complexity to missile pvp as currently the fight is about who gets lock-on first.
Few things for this to work:
1-Craft will only lock on if aircraft is facing the enemy. (130 degrees angle), if craft looks away lock-on will be broken.
2-Increase Contacts of fighters to 500 blocks
3-Bombers can have 8 Missile Launchers and each one can only have 1 missile (no auto reload). They will show the type of missile on HUD, these wont fire unless selected individually. (Since there's more space between enemy if point 2 gets implemented there will be a lot of time for pilot to switch cannons)
Fox 1. Semi active radar homing, these missiles have longer range than normal missiles and can track through radar, however the missile isn't that agile and can easily be dodged from close distance and. After firing if lock is broken the missile will go dead and not lock on to anything until lock-on is regained. These can not be dodged with homing.
Fox2. Infrared Homing, these are the current missiles, they lock on to crafts however if lock is broken they go dead unless the craft is close by then it will still lock. These follow flares.
Fox3. Active Radar Homing, these are far range missiles same as fox1 and do not need lock-on to fire, they will target the closest enemy craft and will auto follow them. They are more agile than fox 1 but less than fox2. These can not be dodged with flares.