Yeah, the gun fights in the game do get strange sometimes - I'm willing to let it slide a bit, of course, considering it's mainly a modern missile-combat game, but it would be good if the AI took things like threat from tail guns into consideration. Another one I often ran into in my Korea scenario for example is jet fighters vs. props - the jets were often at a disadvantage because they would slow down and get into turning fights, where they still go faster than the opponent, overshoot, and make easy targets for the Yaks as soon as they get in front of them. Both in this case and with Badger tail guns - in general, I'd say the AI doesn't quite know how to do "boom and zoom" attacks and minimize exposure to defensive gunfire.
Guilty. Our dogfighting logic WRT speed emphasizes avoiding overtaking the target (both to avoid getting in his gunsights and also in order to maintain the shot opportunity for as long as possible), and thus slowing down to match his speed once within firing envelope. Obviously this is optimized for engagements vs tactical aircraft that don't have tail guns. For attacks against bombers a different "dash and slash" logic is needed.