In my opinion we dont need to go back strait to the 1s1k system we had in the past.
But whats the biggest difference between then and now is the range-damage modifier, which causes the longer tank fights. I think the purpose of this system now forces you to make a decision. Either to fight the enemy tank, you have seen now, or use cover, tactics... to get closes to it, to make a 1s1k. Nearly noone does this decision, because of lack of feedback what happened and how much damage you caused or not. Especially the bigger tank battle maps feel strange this way. You still can do damage over long range, there is even a hit indicator, but it is nearly upredictable for the less experienced, how much you have damaged your opponent. This combines with some strange hits, caused by angle mod. There is no indication how far the enemy is, there are different view distances on different maps, with even different versions of the same vehicle (for example sherman 2 and 5, early and late, or panzerIIIJ with short and long barrel on one map, even panzer III wiht additional armor). In the end there is a frustrated player talking about luck is what need to kill an enemy tank.
The next thing, which is quite frustrating are some small maps. Especially tanking on maps like Lüttich or Anctoville was so special, because of those WTF-moments, where you suddenly run in an enemy tank. And you are turning your turret like an idiot, who first aims and shoots more or less properly, should deserve the kill. So the damage on close ranges should be higher, for those 1s1k should be the most usuall outcome of a battle. Maybe even the range where maximum damage is applied should be a little bit longer. If angle mod and/or bad aimed shots still cause a change of like 10-20% survivability in those situations, its OK.