2) Cancelling movement orders (ala Supreme Commander) is a great idea. Someone should post that in the Gameplay feedback thread (stickied at the top of the forum).
Yarlen wanted that cross-posted here

Personally, I love the idea -- for those of you that have played SupCom (and didn't run away screaming because of an irrational dislike of the icon's used at distant zooms) it had an incredibly powerful and (reasonably) intuitive way point system.
You could use shift to stack up multiple orders, just like in this game, but each individual way point could still be manipulated after it was placed using the shift key. You could move your move command to a different spot, or just cancel the attack command with a mouse click (IIRC, shift-alt-rclick, but I'd have to go double check that, its muscle memory for me these days).
This means that rather than the current all-or-nothing "stop" button, you could cancel
one mistaken order without aborting all of them.
Some other useful features was the co-ordinated assault option, which allowed you to have several forces co-ordinate an assault on the same unit from different directions (had that been based off an area select instead of individual unit attack option, that would have been
really useful, IMO). You could create patrol routes just by having units move onto the first way point in a movement string, too, I believe. And there are other tricks they didn't get around to doing, unfortunately.