I am liking self-organizing units when I've grouped them together as armies, but there are glitches, some already acknowledged here, others elsewhere.
1) There is too much glitchiness with armies and control groups. My control groups eventually get confused, where the computer displays one number but they actually respond to some other number, or several other confused behaviors.
2) As mentioned, dreadnoughts are nearly impossible to select when they are stacked on top of or substantially overlapping each other. Last night in a game near the end I had about 7 or 8 dreadnoughts that were acting together (even though only one dread per army, I had two or three armies and several unassigned dreadnoughts there by themselves) doing some heavy fighting with an AI, and I had at one point 6 up arrows indicating that they were due for some upgrades. I literally couldn't upgrade many of these because I simply couldn't select them, and I had no way of cycling through them to get to the ones that were upgradeable.
3) You need available, unassigned units in order to create an army. This actually can be a problem in the fairly early to mid part of the game, where I've got armies with T2+ units assined, and I've got them all set up with reinforcement assignments, so that all available factory output comes off the line already belong to an army. It can actually be a problem finding units that are unassigned to select and use as the basis for a new army. This should be so easy to work around, but they would need to allow the game to think of armies as things themselves, and not merely as an organizational property assigned to units. In a game that's supposed to be army-focused like this, I should be able to design an army template and then instantiate one through some sort of interface, and have it come into physical existence as factory output begins to be assigned to fill its various unit slots.
4) There's still way too much micromanaging of things that I have to do. For instance, I still have to select individual or groups of engineers and have them go around specifically building all of the mine improvements, lay out each and every radar and AA gun, etc. In Civilization versions from many years ago I could select a worker unit and tell it to auto-improve, and it will go around and mine everything that can be mined, etc. I'm not 100% sure how much engineer work could be automated, but surely at least some of it could be. And be innovative, find ways to automate this stuff. What if there's a slider that says I want 1 AA gun for every 30 tiles under my control, and the engineers just go out and start laying AA guns at the requested density. I want one Smarty missile launcher every 30 tiles too, so in between the auto-laid out AA guns some auto-laid out Smarties are built.
5) Maybe it's just me, but I haven't figured out how to easily just assign fighters to go out and patrol over my whole area. Maybe I'm doing the interface wrong, but so far it's been very cumbersome holding the shift key down, using the mouse to select the Patrol button, and then adding a new patrol point, and sliding my view around trying to do this for all the points I want. And then how to add new fighters? I tried created an army of fighters so I could just hit V while selecting new fighters to add to it, and it didn't seem to work. The new fighters didn't join the specified patrol route.
6) I start out the game with T1 units, of course. I take over my first 3 or 4 resource nodes with pure T1 armies, till I get my first cruiser factories online. Often by the time my first T2 units come off the factory line, my first T1 armies are quite far away. With the T1 army selected, I click or drag over a T2 unit to add to the army so that I can define a bunch of reinforcements and start building out the army automatically, and all the T1 units leave their posts and wander all the way back to form up around the T2 unit. The T1 units are often at the location of my furthest resource nodes, dangerously close to AI units, and when they all leave their post to go a quarter of the way across the map to form up with the T2 unit that just joined, they leave the resource node unattended. If, instead, I manually direct the T2 unit to go join them before actually joining the army, I lose all the time they could have been grouped for having factory output automatically join as reinforcements.
7) Extremely often, when I join a T2 unit to a T1 army the control group number disappears, and I have to reassign it. This also happens when joining a dreadnought to an existing group. This is one aspect of the control group and army confusion I mentioned earlier.