I'm with JamesD on this - I can roll with the idea of nations being railroaded into their historical paths from the start (it can, appropriately, represent doctrinal inertia at game start), but had Germany had the time and inclination, I'm sure it could have developed strategic bombing to the level the Allies had, just like the Allies were pretty much the best-in-class in all of strategic, tactical and CAS operations by war end, because their resources allowed it and they focussed on air operations. If this isn't possible, then the design in HoI4 removes player choice (particularly given the limited branching paths in the air trees) relative to the likes of HoI3 and HoI2 (and probably 1, but memory fading and all that).
That said, I'm not critical of the devs for doing it. They need something that works for launch, and even if it means things are a bit off-kilter initially, I'm sure they'll fix it with time. If they don't make it flexible enough, I'm sure the tech trees will be fairly easy to mod as well, so we can get something we want (although I'm not saying I'll mod it, I think naval stuff will have me well busy enough already!)
Podcat said they are making a game not a simulator.
That's a nice catchphrase, but it's conceptually weak (I don't mean this in a nasty way, more a philosophical one

). Every game is a model of interactions, and every model of interactions is a simulator of something. HoI4 would be a simulator if it allowed us to build Worms-style sheep loaded with C4 that we could send off into enemy lines. It just wouldn't be a historical simulator, it'd be a silly simulator. Rather than saying "it's not a simulator" (which, as long as it's a model of behaviour, isn't technically correct), better to identify
what kind of simulator it is. Eg, HoI is being designed to be a fun game first, so the simulation is happy to abstract (or, in some cases, distort) how things worked historically to make things more fun/accessible/user-friendly.