EDIT: So apparently this video was from the stream, but I totally missed this part. But there is a highlight video directly of it, so I want to talk about that. I distinctly recall posing this conundrum, and this video is practically a direct response to the new 'triangle formation' problem I thought support arty/support ATG would create.
So let's analyze all the cool stuff going on in this short clip.
1. Recon have purpose beyond simple visual spotting. They have adjacency bonuses for other units. The quintessential offensive support unit. I luv it. Made even more powerful because phase movement means you can move from attack location to attack location and support multiple offensive actions in a single turn. How's that for useful recon? Sounds useful to me.

2. Air recon also perform this function, for stacking combat bonuses. A hell of a lot more interesting than just flying around doing zero damage and looking at stuff like some kind of well mannered tourist.
3. Units can retreat more than one hex. I expected that enemy infantry to surrender. Pretty crazy to see it walk through a unit on a retreat auto move...
4. Beating a triangle formation takes a lot of special knowledge, but it is possible. Relies on a host of mechanics to overcome, but is very easy to set up. Doubly so when support units are self propelled.
So it's great to have new mechanics to combat new situations and add more flexibility to the game.
However.
I see a lot of problems with this demonstration. Well not problems, but potential opportunities.
Triangles are easy to set up, but extremely difficult to break. To set up, just put a support arty next to a support ATG and combine with a third anchor unit. Which may or may not be another arty/at unit itself. To crack it though... you'll need suppression fire, and have to correctly prioritize who to suppress. And then you still have to make hard decisions and attack into entrenched positions without softening them up with bombardment, because you used your bombardment on supporting units. And if those supporting units are to tough, you'll need to make sacrifice plays like that split unit suicide just to drain ammo. While that is awesome for multiplayer battles, where every unit is expendable to accomplish your objectives... I question how many times players will make this sacrifice play in a campaign setting where players howl when they lose just a few of their precious units, even as they massacre AI units by the dozens or hundreds.
All that complexity makes me see these advanced tactics as options for advanced players. But I want new and average players to have access to these features. And what I see doesn't install much confidence in me that players will understand what is going on here.
So some refinement would help a ton. The game needs to give more feedback for players when special things are happening. Otherwise, how do players see and learn that these noncombat units have these special abilities? They have to know this formation beforehand, it's not represented anywhere currently. A good answer, to no surprise, is the historical answer. What if recon aircraft, instead of dropping bombs, dropped flares on enemy units they are over?
https://en.wikipedia.org/wiki/Target_indicator
Now you have a strong visual indicator for the player that something special is happening. Flares are making the unit easier to attack. This is a very strong visual debuff. And I would hope it is graphically pleased and not immersion breaking like an abstract image would be.
Recon units also need something, but I dunno if they should launch flares... Maybe they can point spotlights at enemy units?