Well, you probably already know my opinion, but I'll give it anyway so that others can argue with it.
I think the "realistic" picture icons are a waste of development effort, and make the game look unpolished and amateurish. At the scale allowed by the game map display, they're never going to look really nice --- there's just not enough pixels to go around. Especially given the often busy map brushes in use, "realistic" icons tend to recede into the background. RT has this very problem --- the realistically camouflaged images actually do blend in with the rather chaotic wooded terrain background, just like it's designed to do.
The ATF pictures suffer from the worst of both worlds --- they're too small to have any attractive detail, but they're too big to fit together on the map without stacking all over each other. The dismounts in particular look cartoonish, since it is almost impossible to offer any real detail and they have no animation.
It doesn't help that in the Options dialog, the default "100%" position of the slider is actually "50%". It is already difficult enough to optimize the tiny images; once those images are stretch-blitted down to half their original size, as will almost always be the case with most player's settings, they look even worse.
The top down "realistic" view worked in Close Combat, because the scale was so much larger. You didn't have tanks stepping all over each other. As I recall, an entire battle map might not be 1000 meters on a side. Even so, they had to scale up the pictures some, because even at that tight focus properly scaled images wouldn't look good. Nor did they allow the player to bung up their careful work by rescaling everything arbitrarily. Also, they had extensive animation and obviously spent a lot of effort on the antialiasing to maximize the appearance. Quite frankly, it is apparent that a professional graphic designer has not worked on any of the ATF art, and the graphics engine is rather primitive by modern standards.
Eye candy is often more distracting than useful in a non-shooter wargame anyway. Why try to make half-baked animation that is just going to look pathetic to modern gamers with visual expectations formed by 3D shooters and C&C-type strategy games? Its not going to impress anybody. Quite the contrary. Keep the graphics abstract, and impress them with your simulation instead.
If one insists on "pictorial" icons, believing that players just can't figure out operational graphics, then TacOps does it better. The silhouettes are recognizably distinctive and show at least the approximate class of vehicle, while making no pretense at an unachievable standard of "photo-realism". Even so, Major H sticks them on a square "counter" background, because he knows that the icons by themselves would get lost too easily in the map clutter --- exactly the problem the smaller ATF icons like dismounts have.
On a practical gameplay level, in addition to being easily lost in cluttered terrain, the pictures make it difficult to tell exactly where on the map the unit really is. Given that a typical picture will sprawl over several hundred square meters of map, it is a matter of some experimentation to find exactly where the center might be, such as when targetting artillery.
Lastly, from a content development point of view, developing the pictures is a huge time sink for any database author, and probably serves to completely stymie otherwise worthy contributors who simply don't know how to work with bitmaps, and therefore they self-exclude. I can say that while I do have a clue how to use Photoshop, even so I'm not satisfied with what output I've made, and the images have easily taken 10 times longer than the rest of the vehicle data to produce.
In short, my advice would be to dump the "realistic" pictures altogether in favor of very abstract TacOps-style side-view silhouette counters, while retaining the op graphics symbols. If I was going to develop an ATF game, that would be my strategy.
--- Kevin