The inherent difficulty of obtaining a halfway decent smoke trail composed of a string of discrete particles sure makes it hard to adopt the scheme, for even just the player only.
When pulling a turn while firing, the trail shifts laterally due to the plane continually turning away from the bullet flight path. This really makes evident the large gaps between particles. (Things are OK if the turn is relatively gentle.) How to overcome that? It requires to employ 'tricks' which suffer their own disadvantages.
One approach is to set a small value for GasResist. This will keep the particles more closely bunched together for a longer spell due to requiring some interval of time to decelerate. But then the smoke particles will initially be traveling faster than the plane, a most disconcerting sight. And for a given number of particles the trail will be shorter. It would require to generate yet more particles to get the trail length increased, which only compounds the problem.
On balance, the choice comes down to this. Does one want tracer smoke trails to last at least long enough to suggest smoke that hangs about for a little while, or is one content to have an appearance more resembling quickly evaporating steam?
In my own best compromise, where a tracer smoke trail has about the same number of particles as a plane's damage smoke trail, or around 250), when several guns are firing and hence something like a dozen tracer trails are in process of generation, the game engine is very likely to hit limits, with other effects going invisible. For instance, if my Bf-110 victim has a couple of fires and a few damage smokes occurring, when firing my 8 guns for longer than about a second, and thus getting the tracer trail count up there, it's not uncommon for all the fire and smoke effects to disappear briefly. That alone is a far worse outcome than suffering the artifacts of the simple '2D' smoke trail representation.