Some bugs in the original data:
15mm Drilling (MG151/15) has AArm type accuracy data, 90%>30%, rather than "AA style" as the other weapons tend to have, 10%>15%>20%>15%>10%
50cal M2HB has AArm type accuracy data, with a data error, 90%>50%>4000% etc
50 cal (Veh) is "AA style" 10%>14%>14%>10%
Apart from these though, the rest have the low accuracy, "moderate" range effectiveness that you would expect.
Heavy FlaK is only useful at more than 3km distance to the target aircraft when it fires, light Flak is only short ranged, the medium FlaK has a 500m minimum range.
When an airstrike is called in, there is a chance to hit the aircraft (rare (except for the two erroneous weapons)), abort the strike, force it to miss the aimpoint or allow the strike to hit. The presence of more than one defending AAA position increases the proportion of missed, or aborted strikes, but equally multiple strikes called together into the same general area will overwhelm the defences. The maximum (unused/available) queue length is 20 strikes, which individually expire 30 minutes after being added, but with large numbers of sorties, there can be potential strikes that aren't immediately added if the queue is full and no strikes are ordered.
Airstrike "hit line" origin appears to be the SW corner (for Allies, possibly also for axis, but not checked), and firing from AAA batteries is marked from firing battery to aircraft strike location.
I'm not sure how many aircraft are supposed to be in a single strike, but coverage and damage caused suggest at least 4 fighter aircraft, possibly 2 medium/heavy bombers.
What would be 'nice' would be a possibility to fine tune the availability, so that the queue is 'busier' for a few hours at scenario start, or over a designated period (a few hundred sorties in a few hours, followed by a return to low availability within the same day) - the current 'all day' efforts are a bit much if more than a token effort is allowed...