To achieve a more diversified deployment, you can specify zones in which the AI (or the player) can deploy units. If, for example, you want the AI controlled German units to be covering the north, west, and east roads into a village, make three different deployment zones (GE1, GE2 and GE3) on or near those three roads and then assign units to deploy in those three zones. You can build in some variance by making the zones larger and the AI may select different deployments within the specified zones, but they won't set up outside of where you specify.
Same will be try of player controlled units if you specify zones of deployment.
You can use the same approach for reinforcements. Want the Germans to get some new units on turn 5 from the west? Create a new zone, mark the appropriate turn and deployment orders for them and bingo! Here come some more Germans. Or have US Airborne parachute in behind the enemy lines on turn 7, etc., etc. A superb mechanic that Peter has included.
I'm not going to address comparatives of ASL vs TOTH unit strengths and the various experience levels of both as while I love the game and applaud its similarities to ASL, I think it's quite capable of standing on its own and not being simply a 'computer clone' of ASL. I would suggest that most of us can give a generic definition of what Veteran vs Inexperienced would signify - maybe that's essentially enough.
So many games...so little time...
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants." Thomas Jefferson