To airlock someone requires team effort when considering large scale pvp. I don't think air recovery is necessary. Locking is an essential part of the game as much as most would hate to admit it. Each class is unique in it's own way when taking PvP into consideration. Each has different and varying roles, depending on the games latest updates.
I think, aside from some sorcerer, twins, priest, modifications, and summoner modifications, we are at a decent standpoint. Teamwork is essential to large scale PvP and I could go on about what specific roles each class should aim to achieve to better their team for these cases. Synergy with the players with whom you choose to participate in PvP is essential, more so than actual skill.
If you are launched by a savage and are starting to get AAS'd by their team member, I would sincerely hope that your team knows well enough to look to your direction to come and assist you. It is quite easy to disrupt an AAS, each class has the ability to disrupt it.
You make a compelling point. I was thinking in 1vs1 pvp, and I never even considered group, because that would require me to have friends. (Just kiddin')
I've gone on record saying that I don't like pvp, and have little to no interest in it, so many others in this post would know much better than I would. Please excuse me if I'm wrong about anything here!
The only way to really kill an Invoker is to lock them, assuming there wasn't a discussion beforehand about not using heals. Just imagine a stacked Invoker with elemental resistance out the wazoo being able to air recover with super armor. *boop* instant healed all of the work you've just done, probably with time spent lag walking to throw down a slow heal as well. While the idea is pretty cool and would add a new dimension to pvp, it very well may not be practical in terms of group pvp, or 1vs1 (depending on classes involved, I just used invoker as an example because it's the one I know best)