You could take out the operational POS from the get go. Medieval warfare had few if any operational command structures. Strategic and tactical of a wargamer's like. Kind of like total war, but more strategic on the strategic side, and a top down or angle view for the tactical.
Hmm, I dont think "command structures" has anything to do with it. ALOT happens between the strategic decision to , say invade province x from province y, to the actual tactical battle.... The problem with ignoring "operations" means your stuck with the TW MEdieval 1 mindset of stack up an army in an "area", move into enemy area and have a random battle field drawn. YOu miss out on ambushes , rear guard actions, cutting off isolated detachments, turning movements, cutting supply lines, threatening important towns ...... Allthese things were the REASON why a battle was fought in a specific area/with less than ideal troops or #'s. There was a failure in the operational side...
Look at Agincourt Henry's Strategy: capitalize on his tenous claim to the French Crown by invading with an Army to force a battle and gain concessions
Operation : move army into France threatan Paris and entice the French to attack by basically conducting a giant chevachee which they would have to respond to. The Flaw: the army Henry had, had no ability to threaton such a large city as Paris, and the army that came after him was very much bigger... Change plan, maneuver back to safety and when forced to halt, make sure your in a good defensive position.
Possible French operational decision: continue to harry the army but not engage, possibly causing supply and morale issue, be patient enough and you might catch the English army off guard:) . Bad opertational decision by French : Attack Asap, which leads to the tactical battle of Agincourt...
Without something in between strategy and a tactical battle the flavour of any period is completely missed out on, imho
BTW not saying it would be even remotely easy to design such a game but I can dream.