Color vision is the first thing to go as human night vision kicks in. That's not to say we see in greyscale at night, but certainly reduced vibrancy. This is exaggerated when you're breathing less oxygen as you go higher; putting on oxygen will restore it quite rapidly. Colors also tend to be difficult to distinguish from each other. I had some red lines drawn on a chart I was using on a night flight, climbed to altitude and I couldn't distinguish them from lines of other colors until I put on oxygen, and watched them become distinct again in a matter of about 30 seconds. As far as what you can see outside, on a night with no moon, you're really not going to see much of anything, worse with cloud cover. With a bright moon out you can definitely make out some color. If there's snow on the ground with the moon shining on it you can see everything, it feels like daylight in comparison.
As for CFS3, yes, if you wanted it more greyscale then you'd have to make a second set of textures, for pretty much everything, and all the difficulty that entails, especially if you're starting in day light and flying into the night or vice versa. However, I think what we have is really pretty good. Choosing the right values in the suneffect.xml to get the brightness level "just right" is probably anyone's best bet, and also probably rather subjective. Another thought might be to add a slight blue tint to the ambient light at night. The good news is that this is a pretty easy change to make.
The only thing we don't really have is a way to make you lose night vision when you're exposed to a light source. Some idiot once beamed me with a high-power laser on a flight and let me tell you, it was more than a little inconvenient! I can only imagine how straining it must have been for these guys, dealing with searchlights and flares and flak bursts etc. etc., all while trying to spot potential attackers or targets!