The commanders role is obsolete at the moment. Noone really cares for the chain of command, nor the speciall orders - except maybe for 1 or 2 dedicated teamplaying squads and their leaders. But they do most of the things a commander would order them to do anyway.
The real guidiance of the public crowd on a server is done by this 1 or 2 dedicated squads, which cap the flags. The majority of players on such maps - even if they are in squads - want to spawn where the action is. And this is what they do. So if one of the teamplaying squad caps a flag, they stay and defend it for a second, until some of the crowd has spawned there and set up a kind of "defense". This defense means that hese guys spawn on the flag and move for the most obvious direction, where the part of the other teams crowd comes from, which does a kind of the same. This happens until the 1 or 2 dedicated squads has capped the next flags and has guided the crowd to spawn at the front.
This is what we call gameplay and what the mappers did and thought about.
The commander, even in vBF, is actually not important factor of winning or losing a map. But in vBf he has atleast something more to do. He scans the map, spots enemies, give arty/UAV/transport support and communicates atleast with one or two squads. Another important thing is the possibility to watch the fight, as you can zoom in very close.
Of course a commander could have a very important role, as in his hands the information all accumulate, so he would be the guy, who has the view of everything. In vBF he communicates to the crowd, which just spawn and goes for the next flag, so not the dedicated teamplaying squads, via his spotting of enemies, he detects with his scanner or setting the UAV on the spot, where the action is going. Most people run headless to the direction, where the "ping" of the UAV comes from.
In FH2 this communication and the spotting of general enemy assaults and the most important assets of the enemy team needs to be done by voice or chat. As there are a lot of people, who just dont do that, the commander becomes obsolete even more, as he has no or little info to jugde the situation.
I dont want to critize the gameplay. The gameplay works, the way it is, very fine and nearly all maps play out very well, with a very good mapdesign. So the commander role is not needed.
But it would be nice, if the commander had some more options, to make an impact on the battle, without being boring.
Just some random thoughts about gameplay and commander.