Smoke rounds for le.IG
This one has probably been discussed to death and I can't really find a good reason for OKW not having access to smoke apart from the Puma defensive smoke and perhaps the Obers smoke grenade.
Observation posts
These are basically caches that don't give any resource bonus but have the role of protecting cutoffs for, let's say, 100 mp.
Thorough Salvage as a separate ability from Salvage
This is an interesting one. The way I perceive commander abilities is that they either give you a choice to activate them, thus paying a certain cost to get a bonus, or give a passive bonus. So you either get something good for free or get the choice of getting something good for a cost, but the cost is never forced upon you.
Thorough Salvage is a bit different in that it's a passive ability that gives you extra munitions when salvaging wrecks but also forces you to accept the increased time to salvage. This poses a tactical problem because the downside is not always acceptable. Let's say I've chased the enemy away and forced him to abandon a couple of AT guns. I know I won't have time to escape with them before he comes back, or perhaps I just want to deny them to the enemy. With normal Salvage I can just melt them quickly for some fuel and run away before he comes back. Thorough Salvage prevents me from doing this, thus denying a valuable tactical move because it yields additional resources, which I may not even need.
Therefore, I propose that Thorough Salvage be made a separate ability, thus allowing us to decide whether we sacrifice Salvage speed for extra resources or not.