As an ex-member of the team (left a 1 and 1/2 years before the release), I am obviously happy that they actually managed to release it.
I also think that graphics and the basic dogfighting and combat gameplay are spot on, being everything that WC3 wanted to be.
Regarding the writing: While I was never a fan of the strict linearity and the problematic character relationships (especially the whole rookie-thing, goddamnit I am the best ****ing pilot around!), I found the general tone of the writing as well as the language used and display of military tactics (in WC logic) exceptionally well done. The two problems are the discrepancy between gameplay and character actions and the simple fact that all the real character interaction was taking place in fiction between the missions. And no one wanted to read through tons and tons of novel-like text.
Gameplay and mission design: This is definitly the biggest problem and while there are tons of brilliant ideas and stand out moments, the linearity and complete lack of choices or meaningful strategic decision making makes the campaign a chore in many areas. Ejecting and aborting missions is a feature that is definitly missing, along with different outcomes. When I joined the team, I was hoping that WCS would improve on the classic WCs in that regard with more fine-grained consequences, instead that feature was never realized (although there was a time when it was planned, same as ejecting and taunting).
And then there are some missions which are not even borderline anymore, starting with the fighter-transfer mission.
(Developer secret: There was a time when we played some real fun multiplayer matches with Hellcats and Arrows...)
I definitly see all the big complaints. And since almost everything of I did for WCS back in the day is not part of the released version, I also do not feel that responsible. Just disappointed. I would endorse a better WCS but will not be a part of its development.