In LnL the SW never break or run out of ammunition or gas, and this also happens with vehicles and Teams. Obviously, LnL is a simplified version of ASL, and I do not like it either.
In ASL, the broken units had the "obligation" to retreat to a terrain of concealment (woods, buildings). There were many cases in which the broken unit was automatically eliminated if it could not be removed. If we think in terms of real combat, this is not too logical either. I think the SL/ASL designers were thinking of "cleaning" the terrain to facilitate the advance of the units they were attacking. In ASL, broken units are also eliminated in a Close Combat.
In LnL, the rules for the removal of broken units are simplified and left where they were. Well, it does not make much sense from the point of view of real combat, but it does not make the situation worse with regard to ASL.
AI: absolutely agree. It is not too "intelligent." I have to balance all scenarios of Heroes and Leader mod so that in each scenario the AI has real options to win.
Leaders: I have my doubts about what you say. The existence of Leaders is one of the characteristics that distinguishes ASL from other wargames. His qualities are well highlighted and forces players to count on them if he wants to win the scenario. Rally to broken units, direct the shots of the squads/HS stacked with them, and increase their ability to move. In terms of real combat, Leaders make the difference between defeat and victory. The history of the Second World War is full of examples.
Another issue is how the AI uses the Leaders. There are times when I would not do what the AI does with the Leaders, but it does not make catastrophic mistakes either. I also use frequently my Leaders to rally my broken units. There are many opinions on this, and all are reasonable. It's a matter of game style. For example, when I play at attack to get control of victory hexes, frequently I do not even waste time rally my broken units. On many occasions I keep my Leaders with the vanguard of my attack. The limitation of turns forces you to make painful decisions.
However, the ideas have to be tested and verified if they work correctly or if they do what you want them to do .....