I would like an improved sense of continuity in battles, which is already very good with things like the terrain gained in previous battles and the carry-on of damage on maps as well as wrecks of vehicles destroyed previously. Also would like an improved logistic system. What I mean with this:
-Teams surrounded after battle ends (that is, can't trace a path towards a friendly exit VL) start with whatever weapons and ammo they ended the battle with, even scavenged enemy weapons. Can't be removed from active roster and can't be repositioned next battle.
-Instead of fixed time in turns, make it like CC2 in which you could choose how long to wait for next battle. The least amount of hours chosen among the two sides is the time in-game that the next battle will take place. More time = more reinforcements, rest, ammo and fuel for you and your enemy.
-Now with 3D Would be cool if active teams showed some kind of visual representation of continuous battle, like worn out dirty uniforms and helmets and worn out paint or rust/mud on tanks etc.
-Continuous real time, if a battle starts at 5:00am and lasts long enough you get to see the sun rise slowly.
-You get a limit of whatever measure unit, percentage or whatever you want to call it of ammo and fuel (could add more things like actual number of men for reinforcements, water and food if you want to get real grognard) and after each battle you units expend a certain amount of ammo and fuel. You then decide how to distribute your remaining reserves among them. This reserve of ammo and fuel could be static or can be replenished over time. e.g. Operation 1 starts and you get 20 units of ammo and 20 of fuel, first battle is very hard and you end up with expended teams, each rifle unit for example needs 0.5 units of ammo to be at full and each truck unit needs 1 fuel to be full but tanks need 1.5, since you have more days ahead to accomplish your objective you must plan carefully if you want them to replenish them full next battle or just at some acceptable level to save for a counterattack by the enemy or a full on attack by you later. These ammo and fuel measure units or percentages can be static and set for the whole OP or they can be restocked on certain days, like how replacement ratios are managed in PiTF. Teams expend their share of ammo and fuel in real time, if you move a tank a around, it wastes more fuel than a vehicle that stays stationary for the majority of battle, if you use a lot of suppression fire or artillery then your ammo level drops dramatically.