Conjectual wish list bucket commentary, but one simple way to make the game(any game really) more realistic in regards to what YOU do as THE GENERAl would be "enhancing" the FOW as has been posted previously.
So:
You have no access to the exact unit stats of moral and # of men when the battle starts ( of yours or the enemy units.) You must gauge the depletion in the ranks based on the models left ( and with some randomness added so you cant anally retentive count and do the math for more complex things like rear rank pike POAs.)
Cohesion levels would be masked by blurry descriptives like: "concerned", " apparently steadfast". ( and these would be in Latin for effect) These could overlap so "concerned" might be steady or disrupted. "Exhausted" could mean a unit that is fragged, or just over a threshold of certain casualties, or both ( or neither, maybe it was just a close call last combat!!).
Anyway the point is you don't know the stat but need to extrapolate based on the units actions, its opponent, how long its been in the line getting pounded on etc. Your experience playing the game no doubt would be quite important.
Hell, lets ramp it up. You buy troops based on points about their superior quality etc and you would still do that. However, once the battle started the game would add randomness to the quality levels, and you wont know what it is. So that superior Cataphract could be a little better or a little worse than superior. There could occasionally be a little kicker where with an extreme roll it could be dumped to average. After all, as many a general has said : Courage needs to be re-born every day.
I think the TT game Piquet has that mechanic, you really don't know how good a unit is until they face the first charge.
Rout levels certainly would also be hidden, instead, once you were down say a 15% differential, the display instead would hint that "your army has some slight concerns that you will not lead them to victory".
etc etc
Would you choose to charge a unit hoping to rout it ( and possibly end the battle right there) or change its facing to prevent a rear attack from your opponent on his turn, if you aren't quite sure If that targeted unit is fragged? If you knew the score was 50% yours to 59% enemy? Do ya feel lucky? With the stats displayed as is, of course you would charge!
The realization that a battle was actually over never seems to have been instantaneous, nor even after the "overness" was recognized, that you won or lost it. So why shodl you know that shooting a poor slinger whose 1 man away from the auto rout level will seal the victory( actually that not quite fair, I believe this game actually does put a little fuzzinesss on the exact # of the autorout, I think)
The only certainty you would ever be of a troops cohesion level would be if it refused to charge, as you would know it was fragged.
Perhaps as a concession you would be notified that a unit rallied, even if you had no idea it been disrupted in the first place.
I'm positive games would play much differently, reserves would be kept more often. Attacks might unfold by wings and play out in stages instead of the "all in" every time. Skirmishers likely would pepper an enemy line until out of ammo and then skiddle away so heavies can then charge home as soon as possible IN CASE you disrupted a unit. Currently you can "shoot and see" and then make the decision. Or gang up until you get a disruption and then switch targets like coordinated salvos from radio equipped battleships I'm sure spot decisions like that wernt common in ancient battles.
Anyway, in this case I would be OK if the AI "cheated" by having access to YOUR units stats as AI's cannot yet count on intuition.
I love turn based games so I am not knocking this one for not having a complicated command system. Such a thing would have to be an integral part of the program and it seems doudtfull one could be retro added. The above perhaps is just another way to simulate some sort of way to have players behave like real commanders with out imposing command rules that no matter how good, always have exceptions and oddities that rear up. A seemingly good command system for game play might be the antithesis of how a battle really ebbed and flowed in real life, even if the end results are reasonably historic ( there was an old critique of GMTS Great battle games specifically about this phenom)
I'm totally speculating I would enjoy this too. There might be a cold uneasy feeling about a battlefield with limited stats. Perhaps you might wonder if the game is one big bug and its just flipping coins for the results

Maybe I would feel immense relief upon the returning to the comfort of the current standards of FOW, where I have absolute knowledge of the feelings of all my digital warriors thru out a game, how many are left alive etc, as I view them from my command center ornithopter high above the battle field.