Some good points, some weird/pointless points but nice article overall.
Some things I disagree with though:
I love the coh2 tact map and use it extensively. It provides a wealth of information at a quick glance, not sure what you dislike about it. Maybe just a preference thing.
The more valuable resource points in coh2 already take longer to cap, I think the foot in the circle capping system is better (it is less binary), but again, maybe personal preference.
Demo charges are visible to all units now, at this point if you lose a squad to one - you goofed hard. They did used to be a problem, but not so much anymore.
Pop cap should not be tied to territory control. Being cutoff is still brutal in COH2 and you still see major pushes/fights over cutoff points on maps like Kharkov, Kholodny, Langres, Crossroads, Crossing, etc. Comebacks are fun and exciting, reducing the comeback potential makes the game worse in my opinion.
Strat points providing resources gives more options for cap orders throughout the game. You have to decide if it's better to rush an important major point or connect as many strat points as possible because those strat points will give you resources while you're connecting the important points. I could see the addition of minor/major fuel/muni points if balanced but I think the overall capping/resource system in coh2 is fine - it adds more options than you give it credit for.
Commanders in coh2 were bad, but my reasoning is that some commanders essentially require another commander to counter them - not a fun system. Commanders should be completely supplemental and never contain anything so threatening that you (basically) MUST pick another commander or lose (ISU requires JT/Ele for example).
+1
+1 for WhiteFlash
CoH 1 - Angoville
CoH 2 - Angoville
I prefer CoH 1 tactical map design (like size + ww2 style drawing (we see hedges)) with CoH 2 tactical map UI (like retreat, reverse, attack to move action + idle status, health, cover info).
Mix between CoH 2 and blitzkrieg sound (MG42 in bk ).
+1
Don't forget the sound design! CoH had superior, more realistic sound design!!!
Explosions were visually more satisfying to see as well.
+1
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Most of what Whiteflash said was on point. Taking the best elements of VCoH and CoH2, putting them together, and polishing it off with a good engine/design = success for the CoH trilogy. Relic better look at this delicately. Another DoW3 would probably put a big wrench in their future.