From: Montreal, Quebec, Canada
if it's still giving the player real time VP and enemy strength data
You get real-time VP data for yourself and an approximation of the difference between yours and the enemy's.
You never get precise data on enemy strength until the game ends and you get to see the final dispositions. During the game you get intel reports based on your units' sightings that are frequently inaccurate and degrade heavily with age.
second-by second knowledge of enemy movements and force strengths, and instant communication between elements of your command structure
Not in this one mate! You do get sighting reports as soon as your units make contact, but they are very inaccurate in terms of type, strength and even location, and they only get updated as and when your units are in position to maintain contact and find out more information. This is no different from the enemy situation maps I've seen in artillery command posts, where you mark down contacts and the time last observed on a talc sheet using a red marker. If you make your plans based on the older contacts, you can expect to be a few hours behind the battle very quickly.
As Dave says, I think when you've had the chance to play HTTR a bit you'll find most of your desires are already well implemented in the game. I've had the embarrassing experience of the AI opponent, who I thought I'd battered into submission and driven off to the south, move around my flank and drive a brigade into the gap in my defences on the eastern flank. I issued orders to smash the penetration but the scenario ended before my troops got moving; instead of the decisive victory I was expecting, I got a marginal and nearly had to settle for a draw. This despite an overwhelming superiority at this point of something like 4:1 overall; the AI simply concentrated where I was not, and made me pay the price of not watching my flanks.
The main reason it was embarrassing, was because it was my scenario that I'd just finished writing and was playtesting for the first time! I knew exactly what the enemy had, and where and when it would arrive on the battlefield; I knew exactly what the enemy objectives were and how they would be prioritized; and I still got totally caught off-balance by an opponent who showed me what I expected to see, while actually doing something quite different. Anyone else playing that game would not know the enemy's starting strength, what reinforcements he had coming, or where and when they would arrive. He would not even know what objectives the enemy had.