That's the whole point of an initiative system. When one side wins, they gain a tactical advantage by being able to either escape from their attackers or see where their targets are heading and set up for that. The way to fix that is to have fighter wing one be more cautious. Another way would be to have fighter wings be broken down into individual fighters at the player's discretion. When not in combat they move as one unit and significantly reduce movement time (RL, that is), when in combat, you can roll init for all of them and have a dogfight, not just a "this wing shoots at this wing, end of story"