The ESF has no weakness? None? No weakness like being a highly visible, uncovered, lightly armored target in the sky? Like having to deal with/dodge/defend against any HA with a G2A launcher, any MAX with a burster, any armor with a manned basilisk or a walker, any tower or base with manned turrets, any smartly manned and certed galaxy or liberator, any sky guard, and any other enemy ESF in the sky? Lightnings can take hard cover in buildings and under bridges if the going gets rough (ESFs can run away). Lightnings can hang near ammo depots for endless supplies of ammo (ESFs must run away), and park near repair sunderers and engineers for endless repairs (ESFs must run away). These are advantages the lightning/skyguard has over the ESF, in addition to a weapon designed to specifically destroy the ESF. The ESF does not have access to these advantages. In fact, the rearm and repair phase for ESFs is when it is at its most vulnerable and least effective. To be safe, the ESF must distance itself from the battlefield. This gives ground defenses plenty of time to rearm, repair, and prepare for the ESF to return. Solo lightnings in the open deserve to get rocketed to death by clever ESFs just as hovering ESFs deserve to get instagibbed by sharp-shooting AA guns, clever HA dumbfires and not-so-hard-to-make-but-kinda-lucky tank shots. In return for its defensive weaknesses by fault of being air-based, the ESF is given more offensive options: be "very good" at A2A (with A2A missiles and rotary), be "very good" at A2G (with A2G rockets and cannon), or be "pretty good" at both A2A and A2G by mixing an air weapon and a ground weapon. In return for its defensive strengths by virtue of being ground-based, the lightning has fewer offensive options: be "very good" at one role (air, armor, or infantry) at the expense of the other two, or "pretty good" at two (infrantry and armor) Surviving in an ESF is not as easy as you may think it is. It takes good piloting skills, a good deal of certs, quick wits, and a talent for avoiding over-committing. Do not call for nerfs just because some players can excel in that role and spend deeply into it. They should be deadly.