I tried the CO role for the first time yesterday, and found it was rather difficult to use. Some issues may be lack of familiarity (so maybe more intuitive UI?), others seem like they warrant larger changes:
1: I cannot easily see where every member of a given squad is. This means that I cannot figure out which squad would be the appropriate one to ask to secure a flank, or has a suitable number of people in a position to assault something. I would like some way select an entire squad to quickly see where all the squad members are.
2: I couldn't figure out how to give a squad a move/attack/defend marker directly, like I can with fireteam leaders in my own squad. I was limited to the circle-and-arrow thing which lacks a lot of the meaning that I wanted to convey. Something more like an objective mark for each squad would work better IMO - the team has flags as shared objectives, each squad could have their own additional CO-provided objective.
3: The map markers were difficult to find. I know there is an enemy front-line marker but couldn't find it during the round. Would make more sense to have either all CO-only markers in a CO-only menu area, or all markers in the same area with some only visible to the CO. The inconsistency in where the markers are found was really confusing.
4: Map markers seem quite limited. There is northing to mark out different sectors/AOs for different groups of squads (to try to avoid the human-wave-style mass of people all running over the same hill or using the same alleyway to reach a flag), maybe platoon or company boundary lines for that to help squads coordinate between themselves? Maybe also some field-of-fire and ranging markers for friendly and enemy static points? Maybe a set of arbitrarily-shaped region markers (bezier spline ring, let me set/insert/remove/move the control points) - friendly/enemy/unknown varieties - this could even just be a closed form of a unit boundary line?
Note the company and battalion boundary markers here, having things like that on the map could make it easier for squads to coordinate.
5: (a bit more minor) The front-line marker is not intuitive to use, picking the centre point and then an end is not a normal way of drawing a line. Clicking on each end is more intuitive. Would also help to be able to move existing lines as the front moves, and use multiple connected segments (or splines) to better fit the terrain.
6: My first impression is that the workload seems too high; I don't really see how I could simultaneously make use of the UAV, coordinate an offensive/defensive action, arrange for new strategic FOs, and send support (either infantry, armour, or indirect fire) to key places in a timely manner. This isn't including any squad-leading stuff at all. It seems like the CO would be better as a dedicated role with a dedicated person manning the UAV - and no squad to control directly.
7: There doesn't appear to be much strategic thought needed for the indirect fire stuff, you just use it when available or you don't. Would be more interesting to be able to use an arty strike (pick one or N patterns) and an airstrike (pick one of N payloads) at the same time, but with the restriction that you must wait longer in order to do so. Then you either use single strikes when available, or save up for a bigger strike. Or, be able to wait a while and then use multiple strikes with a much smaller delay between them.