1) Add the scouts in general combat unit selection. Both air and ground groups benefit greatly with scouts in their formations. You can detach scouts at any time easily using the unit type selector on the edge of your screen anyway. 2)Combat fabber micro needs to be improved. The problem with the default combat fabbers is that you select them alongside combat units. Often times you want to leave the combat fabbers behind and doing their own buisness ie reclaiming wreckage and setting mines. As soon as you drag-select a combat group and issue a move order they stop reclaiming and setting mines. This is annoying hence the widely used mod has been added to somewhat fix it. BUT this mod removes said fabbers entirely from combat selections. And you sometimes dont want that if you want to use fabbers for combat repairs or frontline teleporter construction. So the mod that we have is not ideal either. A fix is needed: combat fabbers are selectable as combat units for as long as they are not issued reclaim or minefield orders. As soon as they are issued such orders, they leave combat unit selection and they mind their own buisness while you can select land blobs without threatening any of combat fabber duties. 3)I cant help but praise the way that Zero-K developers handled transport micro. And i would VERY MUCH welcome this possibility in PA:T. How it works in zero-K: You issue any order for your units. It can be movement, it can be construction, reclaim or anything else. Then you press ONE BUTTON which flags these units eligible to be transported to their destination. After that any accessible transports will continiously and automatically work to move these units until all of them have been moved to their destination prioritizing slow, heavy and expensive units. This is incredible, guys. This opens so much more possibilities for air drops and will allow pelicans be x10 more usable when compared to how they are right now. Please add this to the game. We dont even need heavy transports when enough pelicans will do any job like that. Pelicans are very capable in theory but their micro really hinders their ability and lags behind general PA:T automation level and that one of Zero-K, too. They are only used once in a game to transport a single engineer or do a cheeky flamer drop. Also pelicans should NOT be selected alongside combat units obviously. So thats another change.