Would you recommend it for someone wanting to play a more "realistic" space battle where there are rules of physics?
Hmmmm.... well the layers of 'realism' are tailorable. There are advanced rules you can introduce, such as different altitudes, critical damage (your aircraft can be one-shotted),
The WWII planes offer two sets of manoeuvre options, fast and slow speed, and you can't switch back immediately after the next manoeuvre (e.g. at least two manoeuvres at the same speed, before changing). The Immelmann manoeuvre (think K-turn), is 'realistically' simulated by resulting in a drop in air speed and a change in altitude (either up or down).
The lesser manoeuvrability of the WWI planes is represented by having to plan more manoeuvres ahead (a bit like Armada), so second guessing your opponent becomes even more important.
I would not describe it as a realistic set of air-to-air warfare rules, but it's fun and not too complicated. In my gaming circles it has definitely lost out to everything that X-Wing offers.
We were only discussing on the weekend if some sort of "mash-up" between he two might be possible for a refreshing change. e.g. matching up X-Wing dials to WWII planes they most closely represent in role and function - e.g. Bf109 (Tie Fighter), Stuka (Tie-bomber), Spitfire (A-Wing), Hurricane (X-wing). Then use the Wings of War/Glory shooting and damage system. It uses no dice and has the notable plus of being 'blind' - your opponent does not know how much damage you have taken and how many more hits will see you downed (it's a random chit pull, with optional crits). Shooting your opponent is all about positioning!
Sounds great! Might pick it up then