Just because you don't know why they were changed (or not) doesn't mean there weren't good reasons. It's fine not to like stuff in a game, but at least be honest and recognize that it's a difference of opinion rather than insinuating that the developers are idiots.
It has been confirmed that there will be no return of HoI2-style control of allied forces, but you will be able to invite them to your battle plans and hopefully direct them more effectively than in HoI3. Air combat/units are being reworked and we don't have any details about that yet.
I am not trying to be offensive, and should I manage that absent intent, then I apologise for doing so.

hmy:
While I do recognize that it is indeed a matter of preference for what was familiar (in the case of the tech teams and puppets) over a new version of the game that would require me to learn the modifications to my playing preferences, the changes made in these two areas between HoI 2 and HoI 3 went a bit beyond that. Like Blizzard reworking the Necromancers to the point that they were broken (badly) by changes made in patches. It wasn't that I had to use different buttons, or order of click here, do that, but more on the order of, you can no longer play the game the way you were enjoying it, as the functionality has been fundamentally changed - learn a whole new way to play the game.
I didn't call the developers idiots directly, nor (to my thinking) did I insinuate this, but rather pointed out an area that was clearly broken in HoI 2 and was not fixed in HoI 3. I cannot see accepting a scolding for complaining about something that is so obviously broken as the use of CAS squadrons was in HoI 2. The problem here is one of the abstraction forcing unworkable limitations on the players units. In HoI 2, you have a single airbase icon per province. This is fine, as any other system is going to mean cluttering up the map with needless airbase icons. The abstraction of 'levels' of an airbase is also ok (but could be a bit better IMHO), as it lets you see at a glance how effective/extensive the province as a whole is as a host to airforces. Neither of these two things was broken nor unworkable, but then....
We seem to have CAS squadrons (or rather, all air forces) ranges somehow being wrongfully calculated based upon where in the province the one and only airbase icon is placed! Keep in mind that the compromises above for keeping the map uncluttered and informative, should in no way be tied to how the aircraft would actually be based/operated. In reality, you would not have a single airbase in a province, but rather you would have dozens, scores, or even hundreds of places where aircraft would be taking off and landing. These multitudes of places would not all be located right next to each other, but would rather be distributed about the entire province, and thus the range of the aircraft would not be calaulated from a single fixed location. That being said, we can assume that even the most dullard of commanding officers would deploy his forces to make proper use of them.
So the problem isn't one of the decision to limit the map to show a single airbase icon, nor to have the level superimposed. Both those things work. What doesn't work is then tying the abstraction of a single airbase icon to the airforces ranges. That is where the problem lies, and the solution must recognize and address this. How could this be done? I don't know the computer programming to write the solution for this, but I rather strongly suspect that it would not be a 'simple' fix. My (admittedly unlearned) thoughts would be to some how tie the ground forces to the airforces, with something like;
"
IF ground forces (in the province) are engaging enemy ground forces from an adjacent province (either attacking or defending), Then
for purposes of range all aircraft (in the province) are considered to be within range of the enemy ground forces".
This would not totally fix the problem with ranges in HoI 2 (and perhaps HoI 3), but it would go a long way towards that goal. Hopefully, something like this can be implemented, so that we don't have the situation where the enemies ground forces can engage our ground forces, and yet be safe from our airforces, because of an abstraction being used in their range calculations.
