It always feels a little game-y to me when I can pop a recon unit waaaaay back behind the enemy and just "touch" the VP hexes to boost my score, then have them scoot away. Obviously, they can just send another unit to go get them back, and I'll lose them at endgame if they have more units in the area, but I've also used that technique to turn a draw into a marginal victory, for example. (Not proud of that, but hey, war is hell.) I think the genesis of VP hexes (in all wargames, not this one specifically) is to show that one side or the other has control of an area. I like the endgame "influence" mechanic to do away with some of this, but maybe a different type of VP hex would only count towards the army that is in the hex at a specific time? It could be "contested" if nobody is in the hex, or if both sides are still duking it out at endgame.
Also would be interesting to have a time-based relevance for VP locations. Maybe "Capture hex 0123 before 1600" would get you the VPs and an extra set of reinforcements ("If you can secure that hill before dark, we can roll another tank company or some extra resupply your way")? Or a requirement to take and hold a VP hex for a certain time before VPs are awarded could also be interesting, and would require a little more pre-planning.
Could also have non-VP effects for certain hexes, though that might make some stuff on the back-end more complicated. One examples that comes to mind: designate certain high elevations as "enhanced radio coverage". If a recon unit can get to the location and remain for XX minutes, they have managed to set up a radio antenna/repeater that shortens the command cycle by X minutes.
For that matter, let recon units do some other mission-support type stuff besides just touching VP hexes and getting blown up. Maybe award some VPs every time a recon unit is the first to spot an enemy unit, but have it so that they lose some or all of them if that unit ends up getting destroyed (in addition to the normal VP loss of the unit).
How about a "victory zone"? An identified area of hexes which must contain XX% of your remaining force at endgame to receive points, though it doesn't matter specifically which ones. This provides more of an idea of control of an area.
None of the above are grounded in actual military theory or experience, so apologies to you veterans out there who are rolling your eyes at me right now. :)