Commander is nice, but I think the scope of FH2 doesn't permit it to really do what it needs to.
So essentially all it does is call arty and drop ammo boxes; the latter of which is not useful in most maps where there is too many ammo boxes as is.
But in an imperfect world, some people do excel at being commanders.
Especially on maps like Point du Hoc, a good commander can put an end to a German attempt at a counter-attack where otherwise, a good squad will have to have hankered down and blunted the enemy in CQB.
Some commanders even get people to follow their orders with a bit of command arrows and clear explanation of why as well as a general sense that they are seasoned players, and not n00bs.
Still, this is the really rare case.
But commander discussion over.
We are talking teamplay, which may include commander, but should be focused on the How-To as proof its function, not simply argument about Game Design.