First of all: AotS really cought my attention! It is definitely reminicient of SupCom and that's really cool. I understand, though, that you are breathing life into something special and that's cool.
Second: It might sound silly but I have to say that I like everything you said about your intentions and ideas about the game, Frogboy. I am really exited to experience all of the game: lore, play-style, mechanics, visual fidelity, detail and all. I love detail and credibility.
Having been a long time SupCom player, and declaring it one of my all time favourites, I have to admit that I love the strategic zoom feature of it. BUT, unlike Cola Colin, whom I know to be a SupCom veteran and expert, I am not nailed to the strategic zoom feature. I am curious how you are going to approach the problem of overview, control and navigation and give you credit in advance for trying your own solution. Being influenced and having played thoroughly those cool titles of TA, SupCom, CoH and Sins you are going to put together something that's fantastic it seems. From what you write I've got the impression that AotS will have it's own feel, though. Can't wait for early access!
The screenshot you put up in the beginning and what you have to say about it looks and sounds promising. Since the screenshots in general look quite devoid of natural landscape features, exept mountains, I would like to ask though, if you intend to have forests, hedges, bodies of water or neutral buildings on the maps later in development.
I will wait for news in exitement.