I dont think it is a good idea for the reasons already stated above. But I actually have a better one.
You see, all FRPs have the button that toggles them on and off. My idea is that:
1. FRPs should take percent of your resources while active - what kind of resources and how much is up to a debate but I guess half of fuel or half of munition would be fair.
2. Once toggled on, the FRP can't be toggled off for 1 minute.
The advantages are as follows:
1. FRPs have disadvantage, so there is no need to either remove them or implement in all factions - factions are still diverse and the mechanic is deeper.
2. There is actual counterplay to FRP - if you attack them during one minute from enabling, opponent cant safely retreat everything to base.
3. All the gameplay mechanics that would be removed with FRPs, like looking for best spot for truck, pushing the major with ambo and so on are still kept in the game - it doesnt become any more shallow
4. Players can still choose to have FRP on all the time but they pay a huge price. That makes blobbing playstyle hard to pull off, but still a rare possibility. This is good becouse no tactical choice should ever be completely vanished.
That could be a nice idea.
For the Major, I would probably make it so that he can still move while the FRP is active (assuming the downsides you mentioned). That way the unit will, for once, be able to support an offence with its abilities.
One of the issues with current FRPs is that you can activate/deactivate them at will, making blobbing even less punishable by artillery, compared to EFA factions.
Another idea I had was that the FRP structures would have a 'Recall' ability:
- Free/Cheap (e.g,. 10 muni)
- 20-60 seconds cooldown
- Can be cast on 1 infantry squad to make it retreat to the FRP
- Cannot be cast on teamweapons etc
For the attack:
- That way you can still have something acting like a FRP to help reinforce individual squads
- If your faction lacks scouting-capable squads, you can still send one squad forward and retreat it
For the defence:
- You retain the ability to rapidly recall and reinforce weaker squads
- You just won't be able to pull your entire blob back at once, allowing for territory to change hands, and enabling fluidity where there was none