1. Marine units that can attack from sea to enemy land forces on beach hexes so they can force a retreat and occupy the abandoned hex.
One of the most unrealistic things of CEAW GS now is the amphibious warfare: a landing force that have planned to land in a choosen zone have to move to another "empty" zone only because the enemy has cover with units all the beach hexes. And when this landing force moves to that supposed empty zone the enemy has also covered this other one with units. And this way turn by turn. In the real war, when the allies planned an invasion in a choosen point they did not cancel the landings in that planned point and move to another "empty" zone as it happens in CEAW when we see a beach completely covered with enemy units. If we don´t have this marine units in CEAW we can´t properly represent D-Day, the landings in Anzio or Operation dragoon (landings in southern France).
Likewise, with these marine units, we won´t use any more air units as roadblocks for landings (I have to recognize that I have used them for this which is fairly unrealistic) since air units can easily be forced to retreat when they are attacked by land.
All of this also have something to do with the CEAW 1 unit per 1 hex limitation so if you occupy a sea hex with a transport for landing you can not make shore bombardments from that hex which is unrealistic unless we increase the attack range of the BB´s (only BB´s not DD´s) units to 2 hexes so we can make shore bombardments of the beach hexes where we want to land.
2. Possibility of different weather on axis/allies turn.
The axis always know what will be the weather on the whole turn and this is an important advantage. We have to go back again to D-Day example: D-Day took by surprise to High German Command. In CEAW there´s not surprise possibility about an allied landing in France. To the a little bit excessive spotting range of some units we will have to add that as the weather is applied to the whole turn if the germans get mud weather they don´t have to worry for a landing on that concrete turn and this could be an important advantage.
3. Strats due to their firepower should also be able to reduce steps on units positioned in fortresses.
The strategic bombers actually can only damage uselessly the fortress. B-17´s, B-24´s or Lancaster´s in the real war have much more fire power than tactical bombers but in CEAW it seems they don´t since they can´t reduce the steps of the defenders of a fortress as the tactical bombers can. The same could be said when in mud weather the strats can not reduce steps on the units and the tactical units can.
4. Allied convoys should have a much random route for avoiding the uboats
It´s a little bit unrealistic and a cake walk for the axis player to put the uboats in the expected route of the convoys and ambushed them. This way, the allied naval surface units are almost useless in convoys protection and can only be effective for escorting transport of units.
5. Less partisan spawning on the early years.
People actually just does not invade Yugoslavia or Greece because of the excessive partisan activity there on the early years. It´s not worthy to invade such a countries because of this.