That's a great start Levi, the animation looks to be run off the AoA of the wing at present, we can change that to a property specific to the force generated by the individual section of the wing.. This would be as realistic as we could get I reckon. I'm working on the data needed for the Ilyushin Il-14 flight model at present, I could drop off that and work for a week on the wingflex code needed in the flight model... it's your call I'm easy whichever way.
Now let's talk animation..
You notice before the wing was broken up into sections that the smoothing was a uniformly long run, but now that the wings broken up the smoothing only goes as far as the end of the sections, that's because the 'end points' used here are fixed in space with no smoothing applied whereas the 'intermediate points' have smoothing applied... So we need to make the 'end points' of each section 'intermediate points'
Now it's going to look odd in blender but here's the trick...
For the section of the wing you're dealing with include the sections to the right and left of it and weld up the points as before... now the points on the section we're dealing with are 'intermediate points' not 'end points'.... but there's a problem the section is too long and won't work when flexing.... and that's because the outer sections are VISIBLE..... and we don't want that. So using the smallest possible alpha texture apply this to these sections...
When rendered ingame these outer section wont appear but the section of wing we do see has 'intermediate points' and not end points and thus smoothing is still applied...
Apply this trick to all sections and the wing should look as before it was broken up, nice and uniformly smoothed....
Have fun..
Simon