Since ground combat (and many other things) are so huge and well made, lets give aircraft stuff some love too
It seems there´s not so much tech and items yet.
So here´s some suggestions on what could be done to change that a little bit.
(In case there´s no engine limitation saying nope)
On purpose not suggesting any mechanics overhaul or additional mechanics, just some "easy" stuff.
Currently there are a hand full of missiles of various range and dmg and a few cannons, mostly differing in dmg.
My idea would be to have light/medium/heavy missiles and same for cannons.
Notably light and medium versions fit into hardpoints of heavy too. (and light into medium...)
Missiles have generally better range and on non-short ranges way better accuracy.
(speaking about short range missiles vs short range cannons, not "distance to target in dogfight")
Longer range missiles tend to have less dmg, or very short ammo supply.
For cannons the light/medium/heavy difference is mostly the range and rate of fire.
Also you'd need a very advanced craft to put a heavy cannon on it...
light/medium cannons have higher rate of fire than missiles and on average less damage. medium/heavy have solid damage, but low hit chance.
Medium cannons are about the range of stingray missiles.
There´s room for guided/unguided missiles, maybe psi guided by pilot, smart cannon ammo, anti grav propelled stuff, etc.
The idea is you have a lot of different options, depending on your current tech.
High tech missiles can be very expensive (in terms of alien resources), but you don't have to rely on them completely, unless you wanna take down battleships.
Cannons could be expensive, but ammo probably takes only alloys. (unless you wanna have elerium boosted explosive ammo...)
Small cannons are as most cannons are now, medium cannons a replacement for stuff like stingrays and heavy cannons... well think of artillery on an aircraft.
Good dmg at pretty long range, but may just miss a lot. But cheaper to maintain than missiles that dmg class.
To make any use of the differences, there need to be adequate UFO attack classes of course.
Like low range/high dmg (Fighter), high range low dmg (large scout?) and anything in between.
With these weapon class differences, it´d be easy to have several distinctive different xcom aircrafts, each for a different role.
Now, except "why the F would we need that", any comments? ^^