This thread, or one just like it, rehashes the same points again and again with every new game world, usually, but not always, by new(er) players. It seems to me there are two issues here that need to be separated.
1st. The comparison of AWS to the 'real world'. As has been pointed out by Sami and others, AWS operates on real world principles that match pretty closely real world processes (supply and demand based on actual manufacturing production capacity). The problem is the artificial nature of starting the game: 600+ brand new airlines starting up in a world with no existing carriers and all looking for lots of a/c at exactly the same time. That has never happened in real life, but if it did it would lead to EXACTLY the same problem of shortages of desirable used a/c and long wait times on new aircraft. As Lemonbutt indicates, some models in MT6 already have higher production numbers than in the 'real world.' Thus AWS models aircraft supply just as it should. Numerous proposals have been made to rectify the problem of start-up shortages over the past few years, including starting the game worlds with AI airlines and Sami's plan to introduce super-long game worlds. These are still the works, I understand. In the meantime, calls for changes, however good those ideas might be, ought not be justified on the basis of 'the real world', because further interference in the used market (on top of the limits already in place) only further distorts the a/c market AWAY from real world conditions.
2nd. Gameplay. The more experienced players who have contributed to this thread have suggested ways in which you can make the best of the used/new markets given the conditions that experience tells them will prevail in the first couple of game world years. Experience really does count in AWS. Understanding how AWS works as a game is as important as understanding real world aviation. It is true that the first few months are crucial to a good start up, but many new players don't seem to realize that they can't build a legacy airline from the used market and don't plan for the future. The used market in AWS inevitably dries up within a year or so of game start, and if you don't have a plan for that eventuality then you're stuck wasting time on the used market or waiting years for a/c on the already crowded new production lists. However, even if you are in that position, you still have choices. The first is to go for unpopular or old a/c that are still plentiful on shorter leases and invest your profits in new aircraft of the model you really hanker for. Too many players, in my opinion, try to build fleets of their favourite plane or what looks like the best performing a/c from the get go without thinking about how you can grow your airline with what is available and then switch to the better performing a/c later. The other option is to invest in new a/c in the long term now and put your expansion plans on hold for a game year or two (playing the used market too, if you like). The fact is, if you have a sound foundation now and are making profits, you can afford to wait, because plenty of other airlines will BK over the next game year or so, and as your CI goes up (cheaply if you are still quite small) you'll be able to compete on routes that are already filled when your planes start to arrive. If you've made efficient choices, and are playing to be a significant airline in the long term, you'll still do well. The problem is, of course, both choices require patience, something that is absolutely essential to do well in AWS but something that is always shown to be absent in threads like this.