Flight is fine if you're not on a grid but in 3e and earlier the distance of flight is often better than a double move of land speed.
It takes a big table to often do a flying battle and some good management skills.
4e was different in handling flight as it often did not increase your speed and did not have rules for turn radius. This is compared to previous editions with long straight lines of movement and rules regarding turn radius depending on flight ability.
Even with a big table, it is very easy to 'fly off the map' with flight and yet still be in 'missile range' (3e composite bow has a range of 110' x 10 for 1100' with flight speeds often around 90' or 220 squares (5') and 18 squares ~ or in 1" squares that is 18'+ table feet and 1.5' ).
We use a good 4'x6' table for game play but have to abstract any flying battles into the number of turns the person is away from the table board event.
Oh, and if you are asking if it is realistic for an archer to be shooting at high level play 1100' feet which is a -20 modifier? In 3e it is a first level spell to get a +20 modifier to neutralize this penalty (it is also possible through classes and feats to extend the bow range further).
Can I ask why this:
Implies a more complex gameplay?
At first level you can move 20 feet. At 20 you teleport 40 feet. Big deal, unless you consider that counting 8 squares is fundamentally more complex than counting 4.
Also, it seems they think that a supernatural feat of strength when attacking implies a complex weave of temporary bonuses and active abilities that interlock to build an amazing result, or that to model extraordinary feats of might or magic you need a complex ruleset.
Instead, IMO punting a 15 ton dragon 60 feet away is pretty much the scientific definition of awesome, and doesn't imply much more mechanical complexity that you can do at 1st level in 4e.
Flight doesn't have to be super speed flight.
Invisibility doesn't have o be perfect cloaking.
Magic spell don't need to be unrestricted and boundless. High level should be about availability instead of power.
The numbers don't change much. The Fighter is hitting at +7 3d6+9 at level 11 instead of +3 2d6+4 at level 1. The difference is he is now flying, is phasing, and magic armor that adds a -10 penalty to attacks and halve damage. But a level 11 enemy has the abilities to deal with range, concealment, and fortification to cancel this.