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Commanders, in their real potential, relate directly to "actions per minute" by way of what was pointed out by effigy - facilitating microing. (And also as effigy mentioned, MP dynamics would be impacted to the core. Expansively & for the better, IMO. How so will be clearer by the end of this post.)
But before I flesh that point out I wanna back track to something that is central to GPM design but hard to pin down because it's not quantifiable and it's refered to in the biz as "game feel".
The "game feel" here comes down to the players relationship to Commanders. How I have understood Pumpkin's goal is like so: Player = General in Theater and Commanders = Field Lieutenants with a certain defined autonomy within and under the General's command. That is a really important relationship that is not served by reducing them to enhanced sensors.
Now let me get back to the goal of using commanders to facilitate in theater microing.
In a phrase - complex maneuver. And how is that defined? The ability to coordinate at least 3 combat groups from multiple vectors and at varing velocities. (Flanking feints & gambits come to mind, among other interesting tacs that are hardly feasible currently.) To be able to do this effectively while microing the economy, research, design, build, controlled unit re-supply and combined arms groupings is where Commanders as Field Lieutenants to your General will realize thier full scope potential as originally envisioned by Pumpkin Studios.
The How to do specifics i've left for another occassion. (As in the proposed
GCI aka "Global Command Interface", among other chestnuts.)
The evidence for Pumpkin's original vision for Commanders is in the source code and was also spoken to directly by Alex Lee, one of WZ's original developers on the Pumpkin Team, right here in this BB a couple years ago.
- Regards, RV.
EDIT: I just want to make it clear that I am speaking in terms of a
Mod to the canonical, unfinished, 1999 WZ and that I am not trying to convince anyone here that this is the way to go - least of all the current devs. I'm merely sharing a PoV based on points already stated in evidence succinctly, as well the countless hours invested in mod experimentation over the years (& LAN club play with the changes) to test the viability of these related propositions. In other words, merely expounding brain farts is not my thing unless it be pure joking around.
There have been quite a few instances in gamedome over the last decade plus of a mod superceding in popularity the original game by a significant margin and I am sure this would be such an instance.
When the time is optimal, the binary dev in a ripe state for going forward, the proof will be in the pudding, as the old saw goes.
Persuasion to these propositions or PoV is not, I repeat, not my goal or motivation for posting all this.
Ultimately, it's about adjacent possible learning, as such can be a generative result of robust, spirited, discussion, from time to time,
if the participants are up to it in totality and not just killing time in egoic tunnels.
Along with all the points raised in the referenced WZ wiki discussion of some 8 years ago
there is nothing more to be added save for repetition, as I'm reading it.

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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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