I had a game many, many years ago called "Harpoon." It was a semi-modern-day naval warfare game. I always constructed my fleets in concentric rings around my main carrier, with the most effective AA in the outer ring.
It was always about keeping the bombers safely inside of fighter cover and gingerly flying in toward the radar. Since land-based radar showed up farther away than their own range, the main tactic was to move my ARM air-to-surface bombers just within range and blowing-up their radar stations. Lots of fun.
The point I wish to make is this:
1) It was fairly simplistic. I still arranged my fleets myself, but once their position was set, they moved in that formation. I moved the aircraft, but it was mostly point-and-shoot.
2) The tactics were simple. The differentiation between the various roles was there, but it wasn't rocket-science to decide which ship/plane goes where.
3) The fact that the different units were divided up (fighters vs. bombers, CLs vs. CAs, etc.) made the game involving.
The most important part of this aspect of the game will be to create the *important* components of the navies while defining their roles in a clear and general way. The actual result of the mechanics should allow the player an immersive feel for the environment.
I would add that there should be a certain decisiveness to a successful encounter. And there should be a separate time-scale that reflects the fact that air and naval battles are more explosive and do not drag on for days and days.
It would be really nice if a mini-game were to pop-up in which the player could focus solely upon these specific engagements, employ the different assets dynamically, roll the dice and get the result.
For example:
The player is given some basic options for the fleets. I'm not familiar with a lot of the tactics from the time period, but I'm sure there are some simple arrangements. Once laid out, the player commits and starts the attack or defense. There should only be enough rounds to provide a sense of timing for deployment of assets. Once everything has been committed, engaged and decided, the survivors fall back and the mini-game is over.
Just some thoughts on what I'd like to see happen.