RE: What Makes a Better Hovering Plane ?
It totally depends on the pilot skills, then setup and engine power.
An experienced 3D pilot can make hovering anything look easy, conversely a inexperienced pilot well you get the picture,,,
Most 3D planes will hover pretty easily once you get the cg and thrust right. That is probably the biggest factor other than power to weight.. You need an engine that will respond really quickly and definitely to get you out of trouble or back to straight up and down if you make a small mistake. IF the engine is just a little underpowered hovering will be much more difficult for a beginner. You need something that will really yank the plane back upright quickly if you get a little out of whack. As you get better, excessive power becomes less and less a necessity and more a convenience because its nice to have when you want it.
You want the CG back far enough that the plane is not top heavy. Thats not to say you want it super tail heavy, You just need it on the tailheavy side when you go through the trimming process. If its noseheavy then its going to be harder to hover.. If its TOO tailheavy its going to fly like crap. Just a typical setup where the plane requires a little down elevator while inverted to hold level flight will be fine.
Then you need the throws setup right.. You want plenty of throw, really about all that you can get to control attitude and manage torque. BUT, you dont want it oversly sensitive. SO you might need some expo to soften on the middle so that its not twitchy when you just want to make small corrections.
I like to start with 45 degrees of elevator and ~-50 expo for elevator, max rudder throw and ~ -75 expo for rudder and 35-45 degres of aileron throw with ~ -50 expo for the ailerons and then tweek from there. IF you are flying fingertips you will need less expo, more if you fly thumbs.