Here's my 2-cents
A. The commo-rose. It needs to be an intuitive design i.e. you should have a sense of what the buttons do based on their positions a la, the principle of Recognition over recall. The buttons, essentially need to be mapped correctly with opposite ideas across from each other and directional orders positioned accordingly etc.
I suggest using the combination left-right click buttons, and controls like those suggested earlier in my commo-rose design
http://s996.photobucket.com/albums/af85/djinn424/Part of the thought that went into that design, btw, but not limited to the NEED for the design itself are:
1. Players need as much covered by the commo-rose without getting overwhelmed - Its delicate balancing work.
2. Options need to be positioned based on regular use and intuition.
3. Commo-rose needs to be case-dependent i.e switched based on what you have in your hand, i.e. a grenade, AND if you are in a vehicle, and WHAT TYPE of vehicle.
4. Voice recording needs to be done, or voice-overs taken to cover the scope it proposes
5. The commo-rose idea needs revision after successes from the more recent changes to the current commo-whatchyoumacallit became inherent.
6. The commo-rose needs to be a rose as it is a more intuitive design that reduces the level of drilling down the player needs to do.
7. It can be implemented in phases, with other options requiring voice-recordings coming online later.
B. Implementing clear distinctions between voice over and Radio over. This can be done using a field radio static that can be used by proximity of 10feet and ONLY by scouts, Squad leaders and Commanders. The static sits there, and can be destroyed and needs to respawn (It cannot be repaired). The existence of these is of High-level tactical importance as it allows other aspects of a team to get situational awareness from one squad, as well as the commander get a picture from various squads using this system.
A mobile version could exist as a pickup rifleman kit that is used by anyone, but can ONLY be used by the afore-mentioned groups in said close proximity. This kit...yes... comes with the radio on the back of the person.
Alternatively, SLs could make use of the 'Radio head' by switching to it in their kit loadout. In the same way, you get only the grenade call when grenade is active, you get the Radio-over ONLY when this 'weapon' is selected in your kit.
Everyone else uses voice over, including these units, except under the already mentioned situations. So a SL doesn't cough for it to be heard on the radio. He uses the radio for specific top-level tatical commands ONLY.
With communication done, people of all levels of understanding will be immersed in the existing system and do not need to call tactics that are beyond their individual understanding. To go with this, Mumble can be set up for FH2 using the proximity ONLY schema, so that EVERYONE without exception is only voiced-out by proximity. TO get your voice going team level or squad level, you need to 'USE' the radio kits littered around the battlefield i.e those in your kit, the walkie-talkie in the SL/ Commander kit or tell the guy with the backpack radio to select it and be close to him. For all but the back-pack radio, you then switch between 'Squad' and 'Team', to get your voice being transmitted to the said groups.
These philosophies are based on the fact that, good and correctly scaled immersion provides a platform and incentive for people to coordinate better. Throw cool taunts in, and you get icing on that cake - Immersion.
C. SUPPRESSION implemented for all guns in varying degrees.Add camera shake in subtle levels based on the calibre of a gun in addition to varying degrees of blurr. we already have that for artillery and tank shells, so apply that downwards for bullets. And you get 'proper' suppressive effect that WILL stop an enemy firing back at you. Combine that with the commo-rose options of flanking tactics... Maybe add first and third person hand signals to boot and you get Brothers in Arms-Style suppression and flanking tactics, except this time, its really suppression, not just a game mechanic for bots, and inaccurate guns.
Also, you get squads of riflemen working together to suppress enemies, rather than expecting to each get the fatal shot.
D. Commander assets.The commander can currently drop ammo boxes and call in arty and illumination. Add varying types of artillery dependent on the map and you get more reason to call in commander assets and more reason to be a commander. The commander can have close air support a la Ramelle or the FH1 airplane kit. You have various types of artillery with their varying degrees of accuracy and shell sizes, and you get awesome commander support. Add smoke cover, more illumination for various maps that are dark, add scout planes using the Fh1 system or the Ramelle with radar equivalent, and you get yourself an interesting reason to be a commander or call the commander. Remove MOST of the ammo boxes in maps, and make sure most maps have an ammo truck somewhere, and you get reason to be an ammo truck driver and reason to appreciate the few bazooka men around - AND, tanks become a real threat until you can get ammo or put the few shots you DO have on target.
You CANNOT force team-play or EVEN create it, contrary to what certain games/ mods may believe. But you CAN give the players the tools that make it an easy-to-do and well-rewarded alternative. Death is pointless and quick in FH2 to solo-players. But there is still NOT enough benefit in playing as a team for those lone-wolfs to give up their current MO. Just heap on the benefits and tools that make it easier to do, and Lone-wolfing will be a thing of the past, unless for snipers and downed-airmen.