cool idea. Good, balancing, fitting.
Let me add:
1) shooting toward the sun should make you less accurate as well, enlarging the .. how's called... targeting thingy when you do.
2) wind effect should be tuned to be almost negectable for all but furthest shots.
3) Wind should be intense enough to be included in the simulation only occasionally, rare as rain is now.
4) I suggest to add no "wind-compass" or anything as disturbing, but let the player infer the wind from the scene. You should see small nearby "dust" particles flowing in the appropriate direction (just a few), and hear the intensity of the wind from your speaker. Maybe have additional visual clues in the scene, like flags blowing and the like, including maybe some garment on the humans (but not if the price is to overtaxing the implementers or the CPU).