1, units must have preferences on arty support. ie. if ammo low, support this hexes if under attack foremost.
2. air support. certain hexes must be allowed to be pointed out as having cap all the time (for example that bridge you dont want to have the enemy bomb). sign a fighter unit or two to protect it, also one could put air cover on advancing armour units.
3. leaders of somekind that can have somekind of effect on the capabilities of their unit. ie. good in defence... ect.
4. minefields pointed out.
5 forward air controllers.
6. sea automated commander. also settings like if under attack on the other players turn how to act... retreat. skirmish. ram them! ect...
7. the allocation of replacements. a commander should be able to give a certain unit preference on all others in replacements.
8. much higher bonuses for high ground and units with arty or tanks if scale permits, must have a better go at enemy units below them. Look at cassino in toaw, one can get it in one turn... In reality, troops defending doog in mountain have incredible defencive bonus.
9. extra heavy defended hexes. pre prepared ground must be something heavier and needing specialist units than a regular inf unit fortified.
also the timescale. on one day turns it takes three days to get fortiryed. on one week turns it takes three weeks to get fortified!
10. somekind of understanding which way the unit is facing, this would make a flanking attack, or even getting behind more deadly.
I have had more ideas when playing that slip my mind, but as you can see these could be put under a sub menu from the actions menu. and usually be automated, only when the player needs to specify he can change the norm.