OK. We prefer different goals. You prefer to differentiate players skilled/unskilled in game interface. I prefer to help players to get rid of all semi-automatic staff and focus on pure strategy. Production of most effective units against opposing forces, deploy units on right places against opposing force, retreat from stronger force, creating of overhelming local firepower, repairing of damaged units and fast distribution back to the frontline. Here I suggest also waypoint for repair facility.
For sure I would welcome and use this feature. It reduces that annoing "semi-automatic" staff which I am talking about.
I am absolutely sure the gold-star tank won the battle against white-star tank in similar conditions with around 50% health left (in Z_DOS). Because of faster and more persistent avoiding of shots.
Autorepair bridges/factories. There will be indication, it is good enough for me.
Capturing enemy fort - the buildings will change ownership. The half-produced units will be cancelled? I hope the existing defeated army will explode and it will not change ownership.
In every case you are capable to reprogramm everything. So after a year everything will be polished into perfection or few different rulesets will be avaliable.
SteelGhost - very nice wikia. Yes the armor calculation is completely avoided in Zod Engine. But in the simple damage calculation system the units are quite well balanced. I am courious only if splash damage deals the same amount of damage in whole circle (I guess yes) or the amount of splash damage suffered near epicentre of explosion is higher as near borders of splash-damage circle.