Tacking pointless features on a game or mod does not equal depth. It equals a bored dev team.
Until you enlighten us with something that will, im still standing by better logistics.
I think enlightening the "teamwork" people is a fool's task since they are balls deep in some fantasy world where people from all over the world want to spontaneously work together to create some kind of unique gameplay experience that does not look like it was designed but like it was "real". It worked for PR for a while because their community was really dedicated to upholding all their rules and behaviour guidelines. I'm using the past tense because judging by several threads in their forum they also failed to maintain that standard of gameplay after some important servers of theirs went offline.
Anyway you ask me what I would change in FH2 to add more "depth". I would try to add some more features that allow players to interact in a simple, uncomplicated manner and allow more styles of gameplay. Take the artillery system as an example: One guy clicks on the ground, the other guy shoots at the spot. That's simple and works well.
"New" features I could see being used in the mod (just as examples) could be some form of revival system or a change to the squad leader spawn, although I don't know how codable any of it is.
Generally speaking though I think dev time is better spend on fine tuning weapon handling, the tank system and other already working aspects of the mod instead of adding completely new features like that. In the end what most peopel call "depth" is just unneeded complexity. You wrote about "flanking and rushing" like it is a sign of stupidity to use these tactics, but for me they are far more organic and realistic than using some complicated logistics system to do... well what exactly is achieved with it? Teamplay? I doubt it.
Arty is okay only if you have a friend spotting for you and is actually communicating to you. Which in FH2 it is extremely improbable to find such a person.
Reviving system and ww2 wont mix. Morphine won't work because that was a painkiller i believe. They didn't discover defibrillators until later after the war. And the closest to reviving in WW2 was stopping the bleeding and sending the soldier home. Bottom line is that there is no way to present it in historical accuracy.
You're right about the changes for squad lead spawns though.
I accentuate on the "flanking and rushing" because they are the only damned tactics we've got, not because they are "stupid", but because its repetitive on the same ol' maps. And defense tactics in this game is literally having 2 offensive teams smacking each other around to a stalemate on a small front. I'd like to see at least 1 simple sandbag build able or something that will encourage some type of defense in this game.
Hell i wouldn't mind if commander would be able to place the buildables on the field near flags or commander checkpoints. Making the soldiers do the building as the com just places them.