i think the paradrop mechanic is fairly pointless at this point other than spawning them somewhat closer to the front line. Both units must upgrade anyway to reach their full potential, which takes some time and can't be done behind the front line (not even sure if it is possible at all, but especially for paratroopers it is not feasible anyway due to lack of camo).
That is a bit inaccurate. Both Paras and Falls do not need to be in friendly territory to upgrade with weapons.
USF paras where designed as paratroopers and there are mechanics for increasing the success of an aggressive jump.
That includes sending pathfinder in the area to set up a beacon that serves both as means of safe landing from "collision" casualties and from enemy fire since it provides mini map info for potential enemies. In addition it allows Paras to reinforce that combined with passive healing available them via meta allows them more staying power.
So what would your design of Falls/airborne assault commander then look like?
The only design I can currently see is to make Falls a short range camo squad similar to Stormtroopers. OKW already has short-mid range covered by Volks and mid-long by Obers. All other camo squads bring something different to the table, like Soviets getting fragile 4 men Partisans and OST and UKF getting a short range specialist that specialize in traps/demolition. OKW already has most of this covered.
There are plenty of option imo and boils down to choice:
One could go for the infiltration design and Airbourne Guards design have the start with k98 with the ability to upgrade to either SMG or LMG (with limited number FG42 to probably 2). I would rather have the again start as at least 5 men and camo could be tied to the SMG upgrade.
One could go for the Parachute design again increasing the squad size at least 5 allowing the unit it self to build some sort of beacon/rally point, probably removed first strike bonus 9or ever camo) and maybe adding mines like support paras.
There also option for changes to FG-42 since it was a very versatile weapon ahead of its time and even comes with scopes.
For instance one could add 2 firing option one semi auto using scope suitable for long range fight and one semi auto closer to BAR making Falls a good unit to be used aggressively.
As for the "airborne assault" (AA) ability the ability could also see changes.
For instance one could move reinforcement for Falls part to valiant assault since AA an expensive ability and buffing it since it not much better than typhoon "strafing support" and its probably weaker than "sector assault" that is even available earlier at CP 10.
Or
one could change targeting into targeting a sector use the "hold the line" mechanism where planes do not loiter but attack units within sector.
or
one could even roll back to the original design of commander where one had access to both infiltration falls and airdropped falls with some changes.
The ability now is move to CP 3 and has 2 clicks first click send a scouting plane in the area and then the player can click again to drop the falls. Once T4 is unlock a strafing AI Stuka can be added.
That is just to mention some options, once one decided the direction the want to go the specifics is the easy part.