For me It is not the graphics as a whole because I like the map (...), it is the fraking absence of counters only that pretty much makes the following nigh on impossible in HOI IV (at least for me): "...a map that feels like a WW2 map, like it could be a map which...a commander in the War would be looking at himself." Do you think that a WWII commander would be looking at a map with toy soldiers representing divisions? The bottom line is that not only you’re scrapping most, if not all the core mechanism of HOI III but you’re also radically changing the aspect and feel of the game so this sort of threads/feedback is all but normal given the circumstances.
No, but a WWII commander wouldn't be hovering above Europe observing the entire Eastern front in real time while conducting foreign policy and pondering whether or not to construct a new aircraft carrier either. A WWII commander would be in an office/tent/command tank with a laminated paper map with a few grease pencil squiggles on it, years of military education, a strictly limited area of operations, and a staff to keep track of details and handle busywork. A WWII commander also wouldn't be using NATO counters anywhere (yes yes, they evolved from somewhat similar US symbols, but there are plenty of other nations to play as). A WWII commander would also sometimes see his soldiers in battle and training in real life where they would certainly look more like our models than NATO counters. The point is you are not a WWII commander, you do not play as a WWII commander in HoI, and a WWII commander wouldn't have a map and counters like whatever classic wargame you are fond of has. It's perfectly fine and understandable to be used to a certain system, and even, to an extent, to be annoyed if the system changes - but it is not reasonable to think that it is the one true and realistic wargaming system.
Counters, and the symbols upon them, are just a simple way to represent information - they are handy for drawing in small spaces on maps where you need to see other details and can be drawn quickly without requiring any artistic skill. But on a computer game's map you do not need to draw the symbols yourself, and the map can be zoomed, scrolled, or toggled to different modes.
For war boardgames, counters were ideal because they were cheap (look at the poor warhammer players), stackable - physical objects had to fit into limited spaces, and could have different data on either side to represent different states. But in a computer game you don't need to sell/provide physical representations of your units, so per unit cost is not a factor. You don't need to stack units because a simple count can be provided, and different states can be represented graphically or with tooltips/info boxes.
For early computer wargames counters were still a decent choice because graphical technology was in its infancy so simple symbols were preferred and fit well into 2d maps, the wargame market was incredibly niche so almost everyone was used to counters already, and UI design was also in its infancy - people were generally impressed enough at the advantages over boardgames to happily click though 5 different menus and consult a 500 page manual because that was still easier than covering your living room in maps and having 5 rulebooks, a bunch of lookup tables and 20 dies.
But with modern pc games graphics have advanced beyond the point where people are wowed by a map you can move, and graphic technology means its actually less resource intensive to make maps 3d rather than 2d. Wargames are no longer as niche, so people expect them to look nice and be animated, and players haven't necessarily been playing grog games for 20 years and so will recognise a little man with a gun or a small tank as military units far more readily than some square with a shape on it. Finally, people are used to computers now, and they expect a game's interface to be clear easy to use - people who have not grown up with an arcane system won't accept "That's how it was previously!" as an excuse for a poor interface, they will just not play the game. And yes, counters are a poor interface in many ways - once they stack up you can only see the details of the top unit, and if you stack too many in one place they even start obstructing the view of other nearby stacks or stuff on the map. There is literally no situation where a big wobbly stack of "I dunno, maybe 40-60?" counters with an armour symbol on top of it is more informative than a model with a neat little "45 <inf helmet> 5 <tank symbol> 2 <MTN symbol> 3 <para symbol>" underneath that all fit in about the same area as one counter.
In short, counters were a way to present information within the constrictions imposed by physical media and early computer games - with those constrictions eliminated or eased in modern games there is no pressing need to stick to the same solution other than tradition.
(This kind of escaped from being a reply to BarrosRodrigues and MyFeelingsOnCountersVsModels.txt)
Edit: Also, I am happy to do the soundtrack - although it would consist entirely of dramatic humming.