I am assuming sz1 and sz13 and sz15 are all dead first round
even if sz2 is also dead, the UK WILL eventually need a navy, and so I would still recommend purchasing either 1 Carrier, 2 Destroyers, OR 1 Carrier, 1 Cruiser.
(if sz2 is dead, then you will want to build in the SZ8 and you should move the USA destroyer to there to help defend if germany is in a position to hit your newly built navy [or build in sz2 if germany has too many fighters in france (edit)]. then during the next turn you will have to make up for the BB by building most likely 2 more boats)
Russia can not afford new fighters, the 2 it has are enough. Any Russia that is buying fighters is a russia sorely short on infantry and tanks. Germany can push pretty far against a Russia like that. Fighters are better for trading, but the 2 your have are enough. The eastern front is pretty similar to revised, and you will never see a good revised player buying fighters with russia until the allies are in the win.
on the side note, I have never been a huge fan of massive bombing campaigns
Generally speaking though, I do start building 1 bomber per turn as the USA starting on the 4th American turn (around 4-5 bombers strat bombing germany, more is inefficient). The first 3 USA turns though, I want to set up a transport chain into Africa and Europe.
A hybrid if this would be to ignore building the 2nd atlantic fleet as america, opting to just transport into africa instead of of into italy/france/whatever, and so then on the second turn you can start building 1 bomber per turn.
I do not like the bombers too much because you can only deal about 16 ipcs of damage to Germany per turn (the max is 20, but germany never repairs all the way, so usually they just build 6 or so units, meaning there is 4 damage left, meaning the next turn you can only do 16 damage), and on top of that, bomber cost you 12 ipcs, then the next turn the move, then the next turn after that they begin doing an average of 3.5 ipcs of damage per turn. On average they last 5 turns, which means they do a total of 17.5 ipcs of damage before dying to AA, which is just 5.5 ipcs more than they cost. Also, doing that last 3.5 ipcs of damage is a total of 6 turns after you paid 12 ipcs, and 3.5 ipcs in 6 turns is not worth as much as 3.5 ipcs THIS turn (i believe in ipc inflation). Lastly, there is a very good chance they will die before doing their 17.5 damage (yes it averages out, but the ones that live longer than 5 turns do less damage after you account for inflation).
Also:
I do not like KJF strats except when playing against newbies. They are not effective and rely far too much on very very dicey rolls. I would rather have monster Japan to monster Germany. It may be fun, or a novelty, but they really just aren’t effective strategies.