Agreed, and a related topic would be the half sec to a second delay from input to action. Example. I see animation of molotov throwing conscripts, tell my grenadiers to move right. But like a deer on a road they stare at the molotov until it hits them. When they are on fire, they decide to move out. This goes for almost any infantry input. Grenade-dodging, and also retreating at the right moment is alot harder to do now, due to this needless delay. It kind of evens the field between skilled and non-skilled players, and while some might like it, I shure as heck dont. Im not nearly a pro in anyway, but I want the units to react when I tell them to.
Personally I've noticed that dodging grenades is only a problem when the connection between the players ins't that good. When I play matches with players that have a decent connection to me my units are responsive enough to do what I tell them almost instantaneously, though I see where you are coming from. I think this problem more lies in the 3v3 and 4v4 department when the lag created between everyone essentially destroys micro and gives delays between commands. Again, your problem could be totally different than that but I've found that unit responsiveness to commands has depended solely on connection in my games.