I say the soundscape control is in demand of maintenance overall.
Probably best to stick to the keyboard for commanding
I was in the Satellite View, pointing a place on the screen where I wanted units to go. It is the case of faulty interface. Someone could say that a good player would be watchful of that and avoid such mistakes, similarly to the case of controlling the Scavengers roaming at will instead of holding position having reached ordered destination point. But I say these are the factors that make the gameplay unnecessarily burdened, while it could be made more playerfriendly with just a little more thought invested in design, certainly recommended to be taken into concern in case of remaster version.
Besides, Assault Tanks are slow and clumsy, tending to get stuck on environmental obstacles, which is just enfuriating to the player.
I remember in one of the early ISDF missions - the one where eventually a Bomber is assigned to the player, with initial orders to keep at bay and then capture some biometal pool - a solitary AI driven allied Scavenger is deployed certain moment. The Scavenger is to reach the position of a captured biometal pool. The thing is the vehicle - threaded one - often gets stuck in a wall. Once it got stuck so badly that chances it would ever reach the target were doubtful. I tried to ram it to the correct path, but it kept returning to the blind wall as if the destination Nav was placed on top of that wall. That Scavenger almost started to climb the wall. Unfortunately similar happens with all other threaded vehicles and walkers, notably Constructors who often have to maneuver around tight base corridors. Fortunately with the Constructors, the intelligence somehow returns to them once approached by the protagonist. It seems to work just from a certain distance, like triggering on repathing sequence in these units through seeing Commander in person. Rocket Tanks and Assault Tanks getting stuck is another common problem, but typically it is enough to just give them particular waypoints out, which itself is demotivating with how slow these units are. Service Trucks tend to get stuck among base facilities as well, but since they are small and pretty fast, it is easier to get them out.
The wallclimbing Scavenger I mentioned - after making me frustrated enough with the situation, since I realized finishing the mission due to the bug is unlikely - changed the path once I decided to destroy it, ending up with delivering only major damage, what seemed to work like a trigger. Therefore, in any case, there seem to be some strange AI path reconsideration mechanisms, but to call it a proper part of the game or anything beneficial is far from any acceptable. In the remaster, this is a priority thing to take care about.