Right now, I think a big issue with giving orders and arranging squads in the first place is communicating a role to someone before they join.
The coolest, most tactical, and charismatic Commander - not too dissimilar from myself - could concoct the perfect plan and arrange every squad and soldier like chess pieces to crush the opposition, and get confronted with
I already geared up and decided what my gimmick was before you even announced what time briefing would be.
Fireteams suffer for a similar reason. “I have now decided that some of Delta will be doing Y, despite everyone gearing and joining for X. Now, who wants to change their mind and loadout and points/kits they can’t refund to make it happen?”
As such: I’m suggesting pre-baked fireteams in each squad with specific goals in mind, one apiece matching with the cultural and strategic history of that team.
Every squad should be expected and capable of fighting: Delta, Bravo, doesn’t matter. However, we inevitably need certain goals accomplished that you can’t depend on a Fireteam Leader or their mooks being prepared for. So:
Their prep lockers come with a stock more dedicated to supporting utility and assistance, for when another squad is too busy/depleted to cover “the basics”. Thus, their kit is stripped of equipment that doesn’t enforce that idea while retaining flare kits, ammo rack packs, mini-medic pamphlets and gear, and smart scopes.
Their prep lockers come with a stock more dedicated to supporting defense and protection, for when you really need a place held. Thus, their kit is stripped of equipment that doesn’t enforce that idea while retaining mini-engie kits, materials, stocks bipods and scopes.
Their prep lockers come with a stock more dedicated to supporting tactical strategyand objective-based goals, for when you really need power online or map-specific goals accomplished. Thus, their kit is stripped of equipment that doesn’t enforce that idea while retaining tactical binoculars, tool kits, and mini-IO gear.
Their prep lockers come with a stock more dedicated to supporting reconnaissance and scouting, for when you need survivors, flanks, or the hive found-out. Thus, their kit is stripped of equipment that doesn’t enforce that idea while retaining motion detectors, light armor, and marking flares.
Again, this isn’t “the entire squad is forced to do one thing”. The idea is to simply remove uncertainty. All of these are essential goals that aren’t regularly or consistently achieved because most people join the role that fulfills what they wanted to do that round, and don’t want their minds or gameplay changed. Therefore, if one were to add small fireteams so that the Fireteam Leaders, Fireteam Members, and command all know what they have to work with and their expectations, that headache can be removed.
All you need to achieve many of these goals is about seven people: A Fireteam leader and about six riflemen. The difficulty in normal play is finding that many who won’t wander off. With a dedicated team who already joined with the expectation of achieving that goal, you - as command - are free to assign say, Charlie to ensure that, say, Trijent’s monorails are on-line and the water is purified, and to be confident that a large portion of them can go and make sure that’s accomplished while the bulk of the other marines who just wanted to fight in while wearing purple can attack the hive. The main squads would still remain strong enough to order around, and the Teams don’t need special tools or skills to get their goals done.