Actually after playing now for a few weeks and still feeling very newbish I have decided that there are a number of things that can be done to improve aspects of this game.
1st, automatic local voice messages/warnings. If my character sees a grenade thrown toward me, anyone near me should hear an automatic warning without the player actually having to take any action. If I am taking cover from a MG that is covering the area I luckly got stuck in, anyone comming close should hear a warning as they come near.
2nd, Map Info, etc. Take a bunch of those cool map info tools and tie them in so they are active when you are in close proximity to a Squad Leader. He is supposed to have the info and being near him should provided some battlefield awareness. Make everyone want to keep him alive and make him "responsible" for some things and hopefully most of the time this guy will play carefully because he will add so much to your efforts.
3rd, Maps themselves, as in game design. Now much of this is actually the result of server admins and their map selections. I still cry when I see 24/7 servers which only play one Map, what a waste. Some servers are better but focus on infantry or armor only maps. The best are the ones which select maps which favor combined arms tactics but the question becomes what makes a good combined arms map? Almost universally you need multiple capture points which can be recapped on large maps. Some choke points are good but they need to have weaknesses and not be impregnable unless it is because the team holding it are just playing great. Now this part becomes essential, the ratio of map size to server size and the balance of crewman/infantry slots available. If you have a large combined arms map and a 20 player server limit then you have a problem because you need more then 10 guys to form your infantry squad and vehicle crews and cover multiple objectives. Some guys will boost the crewman slots and turn the map into a tank/vehicle map but if properly done a combined arms map can't be won unless you actually use Infantry and Armor together in supporting rolls and that takes alot of player slots so you need a strong server with bandwidth.
Personally I feel that the road to real success for a game like RO needs to go to an MMO model similar to Planetside. Use "Train Stations" to move large numbers of players 'virtually" between battle zones and theaters/fronts or sea transports, example.
I make a "German Soldier", home base is Germany. I want to fight in Russia I board a train for the Eastern Front, from there I have three choices, Army Groups North, Center, and South. Perhaps I want to fight for Rommel, I catch the train to Italy and I can fight there or continue on to Tunisia by ship where I can fight the English in the East or the Americans in the West.
If you are unfamiliar with Planetside then I will give you a cursory run-down. There was a low-end character development angle where players started at level1 with about 4 certification points. Every level gained added a new cert point. Cert points were spent towards specialties like Tank Driver or Fighter Pilot or even heavy infantry roles and engineer or medical. Certification points could be "forgotten" and other skills "learned" so you were never realy stuck with a choice. It might take a couple of days but you could completely respecialise your character for special events. Our clan would often shift from Airborne to Armor/MechInf styles of combat and sometimes we would go Air Force heavy just to change the pace. Ask anyone who played planetside during it's golden age and they will tell you it was a wonderful blend of strategy, tactics, and FPS gameplay. It's also about time for a replacement and that's exactly where these guys should be going with the predecessor to RO in my opinion.