Your ideas are very nice Stafroty and i'm glad you mentioned the most important part in the mechanics you describe:
feedback to the pilot.
Just like you say, we want to be unsure how long a damaged aircraft will hold, but we also want to be able to tell when something is wrong. Otherwise it would be too frustrating and not so much fun.
Imagine for example taking a single cannon hit on the right wing. If the wing vibrates/flutters too much as you go faster or pull Gs, you hear buffeting sounds and metal stressing, then you have enough information to know that it's time to RTB. If there's no information however, you'll have to assume the worst in every single case, or even worse, get killed (virtually of course) without having a chance to react.
That's why having sources of information is equally important with randomized elements in the DM, it wouldn't work without it. A lot of people have talked about how cool it would be to have small randomized variations in the DM and difficulty options for random failures, but i think i haven't seen a lot of us mention the need for a way to understand when something is wrong, until your post. Excellent observation there