that depends on migs and longbows aa missile range and longbows max range limit. even if you use 10 range (ag missiles have 9) for migs, take care about micro and use hit and run attacks vs longbow like it should be used, the heli is able to hit and destroy the mig with the tested settings - helis aa missiles are more powerful than migs aa missiles and its easier to destroy the attacking mig with the longbow compared to attacking the heli with the mig. the mig should fit in a air "superior" role while still giving helis a good chance to reach the mig. at that point, migs shroud view range is important, to be able to detect the heli soon enough - on the other hand it also should not be too much range together with too much missile range, since this would make migs attacking in groups op. it is possible to destroy a heli with a mig without losing the jet but that, atm, takes some time and needs very good control in order to not get into longbows range. (only tested 1v1 air fights so far) its tricky and i think thats how a mig should be like more or less. you have to fire only one rocket with the mig instead of its normal 2 missile fire and get a feeling for its max range, to find the ideal timing to fly back, use migs speed to escape a bit and attack again. if the heli is just idling and its player is busy with something else at that time, its different of course.
these settings are the most important and need some finetuning.
small changes here can have a huge effect on the whole mig vs heli story.
so opinions and feedback on that topic would be great.
the only thing what comes to my mind about the flak truk, is that i once saw the argument: the sniper unit is external content and thats the or one reason to remove it
(at the time, ras subfactions were introduced i think, and why should it then not be possible to find a place for the sniper? - another soviet faction maybe since there are only 2 so far) and i never really understood why the flak truk, after this logic then stays in the game ***but this has nothing to do with this topic
another thing is the fact that allies also have a way better aa structure to be able to protect their artys since they are more the, lets call it passive faction but havent tested soscareds new mig ag range setting vs aagun yet.
if you compare yaks, migs vs allies aagun and hind, longbows vs soviet sam, the fact that soviets also have mobileflak and mammoth, while allies only have the destroyer, still isnt gone make it unbalanced. just because allies have no aa vehicle doesnt mean they have weak aa. the only interesting thing here is not the amount of aa possibilities a faction has, its how effective all the given possibilities are actually able to work.
missile subs can work (at least vs idle helis) - allies have navy aa but thats no reason to add them. migs can fly and help out there too. i think its nice to have allies with the better aa defense structure and soviet the "more" mobile flak truk and its sam with less range and different behaviour.
additional mig-heli fights would just be cool and more fun compared to a missile sub trying to reach airunits. hope its possible to find decent settings everybody can agree with more or less, with more testing sooner or later.