Hi Stiz,
I found skinned mesh animations perfect for control cables and such and make massive use of them in my Bleriot XI, as all the mechanics are visible. Depending on the mechanics, different approaches to the setup of the bones may be necessary. Take the rudder as an example. The rudder of the Bleriot is quite simple. You have this rotating piece of wood under your feet (you can't really call it "rudder pedals", can you?), and wires connected on each side of board are running straight back to the lever of the rudder.
I am using 6-faced meshes, derived from splines ("generate mapping coord." and "display mesh" on) for the geometry of the wires.
And two bones for each cable to make the wire move. In the hierarchy, one bone is attached to the wooden board, the other one to the rudder. The next pictures show the envelope of both bones:
Now for the animation:
1. Make sure that you don't animate the mesh directly nor attach it to a moving part in the hierarchy!
2. The bones are connected to the corresponding moving part (board/rudder), so when the rudder moves, the end of the bone is already in the right place.
3. You just need to "rotate-animate" the tip of the bone in a way that the cable is always straight.
4. sometimes the "align" tools, or even "constrains" can help you with this.
Hope that helps!
Cheers,
Vitus