Still pecking away at this. Making for three solid days of tweaking and testing so far.

I'm cooking up a 'full control' Wind.class, which I'll release soon...
- I've decided to go back to my former, and fairly longstanding, policy of ignoring gusts. The ONLY time the gust value is considered is when gust > 0 AND turbulence = 0. (This should not be a common situation, but in the eventuality of such, where some turbulent action is assumed as intended by the mission maker, I will enable turbulence.) In such case, I use the gust value as a stand-in for turbulence. Where gusts scale 0-12 and turbulence scales 0-6, I halve the gust value so that it scales the same as turbulence. For instance, if the mission's gust = 6 (out of 12) and turbulence = 0 (out of 6), the code essentially makes this as turbulence = 3 (out of 6) and gust = 0.
- If you have the "Wind'nTurbulence" difficulty option enabled, you can now have the wind be active, but have turbulence disabled--for one or both of player and AI. If a mission has strong turbulence/gusts set, and you don't like that, but do like to have a wind be in effect, now you can enjoy that aspect you desire without having to suffer 'the full Monty' (and not have to edit the mission.)
- Turbulence is individually controllable for player and AI; one or the other or both can be enabled.
- Wake turbulence is individually controllable for player and AI; one or the other or both can be enabled.
- I've created a new algorithm for AI turbulence, and keep the old one available; you can select NONE, the EARLY (more 'jittery') method or the LATER (less 'jittery') method.
- I've done some more renaming of the controls.
The conf.ini controls:
TurbulencePlayer=0 //0 or 1 for disabled or enabled (mechanical and cloud components)
TurbulenceAI=0 //0 for NONE, 1 for first method (jittery), 2 for second method (less jittery)
WakeTurbulencePlayer=0 //0 or 1, for disabled or enabled
WakeTurbulenceAI=0 //0 or 1, for disabled or enabled
WakeTurbulenceScaler=0.67 //values between 0 to 2 permissible; 1 is the reference
Some more notes:
The stock class has no turbulence or gusts ever enabled for AI. Only the steady application of the wind is. For the player, in the stock class there is a mix of vector3d.add and vector3d.scale at work when gusts/turbulence are at work. Vector3d.scale is always in operation for the application of the wind. My turbulence code, of all causes, employs vector3d.add. (the basic vector3d.scale still operates for the base wind.)
In mulling over the 'drift' reported for online play, I recall similar oddities when playing back ntrk recordings where the wind was active in which there were occasional VERY significant jumps made by planes. I presume that a similar limitation is at the root of what's going on in both situations. That being the discordance that must result between vector additions performed at the sending end or during a recording and what the receiving end is also doing or is additionally calculating during playback. It seems to me that for online play and track recording it might be wise to at least have turbulence of all types disabled. Because the turbulence algorithms utilize randomization, which can only be expected to lead to divergence, or 'drift' when such calculations are executed again 'on top of' already executed calculations.
Now, if the server or host in an online session is the only source of turbulence calculations, doling out the packets of resulting positional adjustments, concerns about 'drift' should be lessened, I would think.

I don't know how this is actually conducted.