I see quite a difference between creating a non-existent unit and doing things differently from historical commands. True, many options open to players were not available in history, due to other real life limitations not represented yet in game. The game is moving ever so slowly to recreate or simulate better, historical conditions, and that is something I personally appreciate. Its a good chunk of why I tire of other games after a while but return to this.
Another option currently open to players, in fact done for them automatically, is to use dozens of construction/road building/repair units in a rail repair role when most of them should be doing other things. That greatly exaggerates any "FBD light" presence as the game is, and I'd love to get rid of that, too.
WitE 2 will probably model supply throughput to some degree, even though roads are still abstracted in WitW. Hopefully then, there will be no doubling up FBDs and all manner of gamey nonsense as you will only be able to shove a certain amount of supply down a route per week. The number of supply routes, then, will be of as much importance as their length. Panzerballs may become a thing of the past or greatly curtailed as you just won't be able to supply such concentrations as we often see in game today. I look forward to that, I think logistics is one of a handful of serious game inadequacies which needs to be, and is being, dealt with.
“The end of democracy and the defeat of the American Revolution will occur when government falls into the hands of lending institutions and moneyed incorporations.”
¯ Thomas Jefferson