Red Tiger's got it precisely right. Dynamic campaigns in general are hugely overrated and gamey, and not necessarily more difficult. Think of Black Shark more like Combat Mission (also lacking a dynamic campaign, or if memory serves, any sort of campaign system whatsoever).
CM's focus was on tactical fidelity in the ASL vein. BS's focus is on avionic and aeronautical fidelity in the military-simulation vein. Both games have a kind of asymmetric structure.
I'm still working my way through flight school, so no opinion to share on the ground-based unit AI, but as long as it's basically competent, I'll be happy. Half to three-quarters of the work in real life flying this sort of helo is pre-planning and more micro-strategic than tactical reactivity anyway. I'm hoping a sizable number of the missions also model the helo's priority as a battlefield surveillance and infantry/armor information relay tool.
I don't recall Hollis's Longbow and Longbow 2 having all that brilliant ground unit AI, though the dynamic campaign generator was pretty fancy, for all that word's worth in late 1990s context.