Who wants to spend all their time playing quartermaster?
The really nice thing about HoI2's logistics system is that it gave a pretty decent flavor of supply problems without ever making the game a pain to play. Not so much for HoI 3, where units will randomly starve for absolutely no discernable reason -- and while doing, be unable to move, or unable to attack. Since logistics have a much bigger qualitative effect on gameplay in HoI3, the player needs to be able to better control it. And some of us remember the old dictum "Amateurs study tactics; professionals study logistics." (For that matter, Railroad Tycoon, et alia.) But yeah, basically if the computer -- the AI on my side -- screws up badly enough to cause me problems in the areas I'm manually controlling, then I want to be able to fix the problem.
Supply priority would help. A better explanation of why supplies are problematic would help. (Forex, a display of maximum supply throughput for a given province.) In my 1.2 Germany-invading-Russia game, I have a unit out of supply to the /west/ of Berlin. Why? No particular reason. Berlin claims it's shipping out as many supplies are as asked for. Other units in Russia haven't gotten any fuel in weeks. Why? One particular province along the way apparently has a serious embezzlement problem. Provinces on either side, with the same infrastrucutre, are moving twice as much fuel through without problems. (Now, the other thing that was nice about 1.2's logistics system was the idea that the nation as a whole had only so much ability to shovel supplies around -- enough trucks, enough locomotives, whatever -- so the infrastructure acted as a cap on how much you could shovel through to an individual unit, but the length of your supply lines limited how many supplies you distribute in total, and everybody got a little less than they wanted. No feast-or-famine problem.) I understand the idea of the supply tax, but really: I have enough supplies in my stockpiles for 1000 days of continous combat. I am perfectly happy to trade supplies in my capital at 10:1 to keep my units in the field supplied; the supply-line restriction should be either something like Ho2's TC (but something where I can spend IC to increase it, because, damn it, if I don't have enough trains, I'll build more), or just a really fast exponential decay on how many supplies you can shovel through lower-infastructure provinces. (That is, I can always build more trucks, and relatively quickly; building more roads, or railroads, takes quite a bit longer.) [The decay has to be exponential because the infrastructure scale is linear; Berlin should be able to shovel out more than twice as many supplies as some random 50% infrastructure province in Siberia.] Basically, I want to model my feeling that my army is large enough, and more of Germany's national effort should be turned towards logistics than, say, building more tanks divisions that I won't be able to supply. Right now, there's no way to do that. This idea is why I like the idea of being able to build units that have infrastructure/supply effects: I have enough infantry, but I've got tens of thousands of men entering the pool every month. You can lay track in hurry with thirty thousand men...