Don´t recall talking about those, so here´s my take. Best wait for Björn, for a final verdict, though.
1) Mainly, what happens if a unit charges another unit that is already Pinned? Are they automatically wiped out, or does being pinned not disadvantage you in melee at all? Also, should existing suppressions alter your chances in a close-up fight, the same way they do when you are shooting?
Indeed, an oversight. My apologies. Not in the FAQ, either... my take would be to have the charged unit take an immediate Morale Check; if they pass, they may fight against the charger, if they fail, they are removed from play as is the case with the "Stragglers" special rule.
2) The other thing isn't needed for tomorrow, but will be in another game I'm planning in my head. I couldn't find anywhere how fast aircraft move. What is their move rate?
Oh damn. I assume I got distracted by all that pesky landing and take-off business.
Well, the basic idea is that once you activate the plane, you place it on a table edge (previously indicated), facing in the intended direction of flight. Then, it moves in a straight line at any desired distance and "stops" there to perform its action (such as dropping bombs or firing machine-guns or having the observer try to capture that pesky carrier pigeon X-D). Perform the action.
The plane remains in this position for the duration of this card´s activation (ie all other open cards with lesser initiative may then act) AND the next activation. This is to represent the comparatively low speed of the craft, giving some opportunities for well-placed units to fire at it.
Once the last unit of the second activation has acted, the plane flies straight off the table and may return in subsequent turns.
Now that I re-read it, it sounds terribly unclear, dare I say Peersian... Expect a re-written version of the vehicle rules in our forthcoming T&T Compendium.