Want to start by saying I've only played about ten hours, but I really think this has the potential to be one of the best tactical sims!
* 3D terrain and LOS
* Good, well rounded basic combat representation
* Easy to modify units/weapons/scenarios
* Very robust architecture (mobility, weather, obstacles, etc.)
Spotting/targeting: When a platform that is concealed and in cover fires a single shot it is magically known by every enemy, and worse, the enemy are able to instantly fire on it. The instant knowledge part assumes the enemy unit initially fired on instantly spots the firing unit, gets a precise grid coordinate, and sends it to all enemy forces in the AO. Not realistic at all; if the friendly unit is well concealed, and depending on environment, quality of acquisition sensor, and how many other shots are being fired around, this may take some time to actually spot them, if at all. Once spotted, pre-90s, you would need a map and radio to send this report out, and that spot report would be one of many (potentially hundreds). Post 90s, you could capture the grid directly for some sensors and send immediately to mission command system (FBCB2 etc.). The instant fire part, however is unforgivable and breaks the game. Imagine you are in your car and I send you a 10 digit grid of someone hiding in the woods shooting at you from 1000 meters out. If you look that way, can you actually see them? Now what about when you are riding along in your vehicle with much worse visibility, and already occupied scanning your sector for threats? This is the problem; the spot report could be used to cue a platform to scan a specific region, but it would be competing with other priorities and you still may not see the shooter, especially if he doesn't want to be seen. The worst in game effect is for platforms intended for a standoff role (sniper, M901AT, TOW team for example). If they are dug in and concealed at max range, you shouldn't be able to see them easily at all, that's why they exist. In game, they get off one shot and two seconds later, boom!
Target Selection: Currently when a group of targets comes into view, every available friendly platform with LOS seems to fire at the lead vehicle until it is dead. In real life, there is a concept of sectors of fire, and defined sectors of fire assigned to each weapon system, as well as priority of targets. In many cases (think tank platoon) team members are masters of very complex TTPs to ensure they can service many independent targets very quickly with no wasted time or shots.
Weapon effects: Currently, I've seen tanks and APCs take dozens of missile/ATGM/large caliber HEAT with no effect on capability. Does the sim require armor penetration overmatch to render them non-mission capable? Any detonation could cause damage to surface systems (sensors, stabilization, comms, mobility) without penetrating armor. If they are hatch open (which they would be during this era for certain) it would produce significant casualties as well. If they were buttoned up their performance would be severely degraded from the lack of SA and inability to direct secondary weapons quickly, which is not reflected.
Military missions often don't involve occupying objectives (delaying action, preventing one unit from reinforcing another, fixing, blocking, conducting a raid and returning safely to friendly lines, ambush, zone/area reconnaissance). Be fun to add more flexible mission objectives (e.g. ambush convoy, prevent x % of enemy force from crossing phase line Golf by T+2 hours, find and fix enemy Bde with your Bn until your parent Bde can attack their flank in one hour).
Also adding cargo trucks and helos to transport leg infantry to the line of departure would be nice; those poor boys are having to walk five klicks for no reason as it is.
Artillery fire mission interface is awkward; being able to click on targeted area and adjust off that would be nice instead of trying to find the firing unit every time. Even better, have a toggled list box of all on map artillery and just click on entries to assign fire missions directly to map.