I was not clear : "automating the task" is not at all an easy thing to do. Not at all. I've done my share of computer projects, and this really seems the false good idea to me, the one that sends everything in the wall.
You speak about pools. Who decides about pools? The player? You're good for a full interface design. The IA? good luck programming it dynamically.
It would be a lot simpler than you are imagining. Player creates a pool, gives it a name, selects the fleet type (this would be the only new screen). Aircraft can be assigned to a pool. Just an extra field for aircraft, to be able to assign an aircraft for the pool.
The scheduling screen would be pretty much intact. The only difference is that a schedule could be either assigned (to aircraft or pool) or unassigned / free. Player could create as many of the free / unassigned schedules as he likes to (for planning purposes).
A flag would control if you are looking at assigned or unassigned schedules.
The "move schedule" button would have a new functionality:
- unassigned schedule could be "moved" / assigned to an aircraft or pool (would no longer be unassigned)
- for assigned schedule, move could either move it to a different pool, different aircraft or schedule could be un-assigned, taken off-line (= would become unassigned).
Schedules also would need a full new screen, with all the works that come within. So there would maybe be a nice schedule screen, where you would drag & drop spare planes to planned checks. Weeks of work to have something that look like something, & months for real, efficient, polished screens.
None of that stuff is necessary. When a schedule is assigned to a pool, the first available aircraft from the pool would be assigned to it (immediately, during player interaction, or player would be warned that there are more schedules than aircraft in the pool and disallow assignment.)
Then, at midnight (or whenever aircraft goes into or out of B/C/D checks), the system would swap the aircraft automatically. For every aircraft that is in B/C/D check, and is assigned to a schedule, the system would check if there is an unassigned aircraft within the pool not flying any schedule. If so, the system would swap them. That's all there is to it.
No UI is necessary for any of this. The only UI change I foresee is adding filter "pool" to "My Aircraft" and maybe to Scheduling screen.
That's a full project that you ask there, not just a little nice neat thin to have in addition. I can already imagine pages & pages of specification. Unless you program it without preparation & get lost in the amount of details.
IIRC, there is already a big project in the works(city-based demand & cargo that go with). As much as I support cosmetic but useful screen revamps(replacing those RPKs with more useful stats, for example), because it's a low-hanging fruit, this C-Check complete remake that some ask, on a regular basis, is a huge big thing with not much added value. Of course it would be better to have it than not. But it's very low in term of priorities. The cost/value is not good.
I think this is relatively small project that can have a quick turnaround. There are very few interface changes, the logic behind it is extremely simple. At least compared to passenger allocation algorithms.