Comments and suggestions, as always, welcome from everyone.
OK -- constructive suggestions:
For the Bomber Rescue, have the rescue team start on the playing surface, rather than coming in on Turn 2.
For the Bomber Escort, have the bomber only have to hit one target (retaining two targets throws in the necessary doubt as to where exactly the bomber is going -- the defenders wouldn't have known "in reality", so they shouldn't know here). Change the Draw condition to "target is 1/2 or more damaged without being destroyed". (Oh, and the last sentence of the rules doesn't really make sense....)
Just on the basis of the AARs, it looks as tho' the bomber, and its escorts/rescuers, need a *bit* more time in order to have a 50% chance at winning.