The memory thing at least on a squad level is something that CMx1 with it's "point-like" units did right. One guy gets hit, everybody goes to ground, since they are all exposed to the fire.
In CM:SF with 1:1 the game tries to be smart and essentially says, "yeah Jones got hit but Iggy is out of LOS, so let's just let Iggy continue to walk forward".
If you'd fix it by everybody always going to ground when anybody gets hit you'd get very goofy results in other situations where the other guys *are* in good cover. Just for starters, you would disable any kind of usable "assault" behavior with some people doing covering fire for the others.
In CMx1 both work fine since the assault command just have a robustness benefit to the squad at the expense of slowing it down.