I mean I have no issues with bomber strikes as a concept, however they absolute need a clear rework, whether that be a heavier payload, or simply separate their call in from all other radio operator options,
Meaning your entire team isnt stuck waiting for call in’s because someone placed a bomber strike on the point that was captured about 2 minutes ago.
Honestly all the call ins could do with a changes.
Artillery strike idea/yap
Artillery strikes are spammed too much and are far too concentrated, any side using radio operators on loop can physically disable the eardrums of everyone irl, let alone making it impossible to survive on any point without roof protection (since a straw roof will stop a 105mm HE shell).
What I would like to suggestion for artillery instead is a far wider spread “oval” of dispersion which could be placed down, however if you use binoculars, you can narrow the spread of the artillery at the cost of it taking a bit longer between the first ranging shots and the main barrage landing. (Of course this isnt a solid plan yet, merely a concept).
The other simpler option would allow each team an access to 4 batteries, meaning they can spam all 4 batteries on one point, in succession I should say, not all at once like how it is now, however each battery takes say 5-7mins to recharge, meaning they could be without artillery support in that recharge window if spammed all directly one after another.
As for smoke, honestly separating it from the other artillery strike cool downs seems very fair and alone would allow it to see the light of day at least once in a while, though imo, I think smoke artillery rounds should be slightly more staggered and spread out, but also spread wider on contact with the ground and then drift in the direction of the wind. (It would also just look cinematic af).
Smoke artillery visual aid
So instead of the current pattern more like this

We could instead see something more like this.

ofc “expertly” draw in paint, only the best for this fine establishment.