Well, I spent most of the day actually testing scenarios that used most of the obscure stuff... it looks like engagement ranges work correctly as they relate to the ubersnipers. Disorganization is now a very important factor when you start anykind of airmobile/airdrop stuff.
HQ's have a command ability to order IF if any of thier subordinates have a request so that shaves off some time getting arty on target.
The database is expanded to include the British in both para/regular army units. Plus there is more basic weps and systems stuff I hadn't noticed before (I think) it's a pretty big amount to remember.
Just as a test I ordered a TLAM strike on some Al-Qiada posistions in the hills and coordinated my apaches to pick off the stragglers. The TLAM strike off of the DDG Perry worked well from over 100km out, but my Apaches had problems engaging through the smoke and burning wrecks until they closed to 1400m... very good.
The editor hasn't given me any c++ errors so far but I am going to build some multi-engagements tongiht and let the AI battle it out.
More later... I still think the UAV's might be a little undercooked but stability overall has vastly improved.
Later,
-T