This is a copy-paste of a
CTE Reddit post I just made, as I'd like this community's thoughts on these issues, or even parts of how this works (or rather doesn't) that I may have missed and such.
First, let's just let some gameplay do the talking.
The disparity between hipfire and ADS is bad across the board, with the Pom-Pom AA being the most egregious example; their hipfire is generally too sensitive, and ADS is almost uselessly slow.
I suspect hipfire feeling too fast to many players is because I believe they're higher than a lot of (usually console, like me) players' soldier hipfire, which is extremely jarring. Everyone can get used to reduced sensitivity, like Tank cannons or Field Guns, but higher is always going to be bad. If this is indeed the case, there should be a cap that prevents any vehicle from having a faster turn rate than the players' soldier hipfire setting. Regardless, the AA, Jeep MG, and tail guns especially feel far too fast. UsV is needed due not only the difference between hipfire and ADS, but the differences between different vehicles' hipfire/ADS compared to others; the current setup is a complete mess.
For ADS, well, aside from being ridiculously slow and disparate to hipfire, there's another problem at hand: ADSing in the pilot seat of a Plane reduces sensitivity, meaning it actually reduces yaw, roll, and pitch. Not only is this bad for Fighters, but the Tank Hunter AP main cannon, and every Bomber's bombs suffer from this as well, making adjusting your aim/strafing run much less responsive. The Attack Plane bombs seem exempt from this, as they don't actually require the ADS button, which sounds good until you realize it's just another layer of inconsistency.
In addition to Uniform Vehicle Aim, ADS slowdown should be removed entirely from pilot seats.