Personally I think the ground armor is fine. They do seem strong when you have a team that doesn't understand how to break them, but they're also insanely weak when the enemy team has half a brain cell bouncing around in their heads. I would be ok with a nerf to both, but not a buff or nerf for only one side.
For air, yea, broken. So you've already got a litany of rules to follow to launch the thing, not too close, not too far, not too high, not too low, not behind the smallest leaf of a tree, the lock takes a long time and EVERY LITTLE THING causes it to pause or just completely break lock... yea. Then you get to add in how about 1/5 of the time, the launcher just fails. It will either just not arm and fall down to the ground, or decide the center of the earth was the real target all along and just blow up on the ground, or even with no flares or any countermeasures at all the thing just will miss.
THEN we get to add in the short short flare cooldown, which not only breaks lock, but causes you to be unable to lock on to the air while any of those flares are even CLOSE to where you are aiming. Then, oh boy, flares from another source will break the lock as well! Including team flares! Great design! After the deployment of flares, the air can almost ALWAYS get into one of the zones you can't lock it again, and since the CD is so stupidly short, they're right back at it in about 15 seconds.
They complained so much, and nerfed the RPG so hard because it was getting used against air so much. What no one must have even THOUGHT to look at was the stats for the other, dedicated, SUPPOSED TO BE USED FOR ANTI AIR launchers. They couldn't shoot squat down before the RPG was nerfed, and they still continue to be unable to shoot anything out of the air. The RPG was simply the only option because every other choice simply sucked.