IMO the ideal way to play would be Netplay at the beginning of the turn up to when Ground Strikes are done then PBEM the move and Netplay again for combat resolution and transition to the next impulse.
I find from FTF games, there is not a lot to do while the opponents are making all their moves, but now with MWIF there'd be no chess clock, no pressure to finish etc. - which I find preferrable. Of course two player is the extreme example of this.
There is one thing in which MWiF will be so different compared to face to face or Vassal play :
1) MWiF will strictly follow the sequence of play,
2) MWiF will show you any available units for the current step,
I am unsure of the point you are trying to make here, Patrice. These make Zero difference while your opponent is making his land moves.
I find playing WiF is much like playing chess in terms of all the things that must be considered and the short and long term strategies that are being undertaken - by both sides. But it is to my taste much more enjoyable because of the element of chance and the historical "color".
Some people like to play fast and loose, some people are even great at playing fast and expertly - more power to them. But I want to take all the time I need to decide on my move and what I want to do. It takes a great deal of thought - primarily because of WIF's biggest wargame industry success and novelty - the action limit system.
On the other hand I hate being bored out of my gourd while my opponent does exactly the same thing. So you may respond: "Well, you should be planning your next move - like in Chess" - to which I respond "yes, that is what I do, providing
1. the turn can't end, and
2. I am moving second (so I know the weather)". This is about 20% of all the "boring category" time.
I learned long ago any other planning while my opponent is moving is not only a colossal waste of time but almsot always so exceedingly frustrating as to make me loathe the time I invested in it.
So give me and my opponent all the time we need to make the best move we possibly can make so that the outcome is not determined by some stupid error, but rather by whoever employed the best overall strategy (the luck part always evens out).