@Melee: Welcome on the forum!
You are completely right that the T1 is complete fantasy. My original motivation for WitE was the fascination for moving frontlines and a bit historical interest, but then became the appealing intellectual challenge to optimise and analysing WitE and its dynamics, and the challenge to develop and execute war-winning strategies/tactics against an opposing will. The historical immersion is a lower priority and non-existant during play.
Maybe that explains how to draw satisfaction out of this approach

Regarding gameyness, I think I do nothing against the intention expressed in the manual and the patchnotes, aka no outright exploits. That means, placing the HQ in the right distance from the railhead according to the supply system can still cause over-the-top effects, but is according to the rules, as opposed for something like "hit key X and get 100 extra admin points".
Apart from this, I have always stated that I like to minmax and use optimised openings, so it was playing with open cards.
If you want to disable some gamey strategies, it can easily be done by houserules or a gentlemens agreement or by choosing like-minded opponents.
@Crackaces: Agree
@MattFL: Am happy you like the guide as well. Making the T1 well ordered (few isolated spearheads, no broken pockets etc.) simply has good rewards on T2, so I like to invest resources for this, one should also have T2 in mind. This being said, one can of course argue for less tight T1 encirclements and more rail-locks in the Proskurov area, for example. I experimented with this, but was not satisfied with the result. Cutting the rail may be sufficient to deny a rail-out from the Proskurov area, but not necessarily prevent disbanding, so you kill the unit shell, but not the equipment. Maybe one can reshuffle some resource allocations to achieve both, you are invited to post your alternative ideas if you like (all other readers are invited too)!
@joelmar: Welcome to the forum to you as well! Agree about the air war. I would say I have a good overall understanding of it, but only deal with it because it is an important part of the game and necessary to have a chance vs. good opponents, not really because of intrinsic interest.
Where does "THe Mensch" nickname for hube come from?
Regarding supplies management, there are some articles in the library of WitE resources (linked in my signature/pinned in the war room), with different levels of detail.
The point about air base movement is that air bases contain many trucks, and movement attrition is proportional to the number of MPs used and the number of trucks in the unit.
But due to the weird design of the WitE supply system, having more than 100% of the truck requirement in the motor pool has NO effect, so truck saving is not that important in the summer of 1941, only from the blizzard 1941 onwards.
Regarding how to place air bases, make sure to use staging bases so you can have the air bases in the rear and still attack targets far into the enemy land. I however care more about flown miles/aircraft fatigue than about truck attrition in 1941.
From own exp I can only recomment to start playing quickly, it allows you to judge correctly which parts of the game are important, otherwise one can get lost in the vast amount of details.
Regards
EvK