CM is indeed spectactular! I've gotton a lot of enjoyment out of it, but the time scale and control is tome best suited for "skirmish games" of not much bigger than battalion in scope. The 3D maps are awesome to give the at first person perspective as a platoon CO, but it becomes unmanagable for scores and scores of units on a side.
Like most miniatures rules that use 30 sec or 1 minute turns, the ability to do what you can theoretically do in a minute, EVERY MINUTE, scaled to Battalion or larger forces accelerates the pace of battle to the point you need to "scale time" or you have what really took several hours typically in real engagements occuring in 10s of minutes because the time spent making and coordination C2 issues is ignored.
I think further hybridization of turn sequencing and integration of C2 into the turn structure is required to get at the C2 issues of battalion and regimental sized battles. I see pbem becoming supplanted more and more by head to head online play. This is a problem for our "pay by the minute" friends overseas, the increasing ubiquity of broadband technologies will likely render that mute in the next 3-5 years - possibly sooner.
Ability to pbem will continue to be a requirement, but more and more as a "secondary play mode". As the size of the active online community grows, and more and more player's who wants to play can find several online opponants waiting, as in the online air combat community, "playing the AI" will become playing a human. The intensity of a fast paced timed online SP:WaW version 3 game has often left me totally drained! A completely different and more exhilerating experience than pbem...
CM is a "first of a new generation" that is sure, but because of that I think future games will evolve from it - not to it

BUt I completely agree that pure "realism" arguments are follish - as no GAME will EVER be close to "realistic". What most gamers mean by "realistic" is DETAILED. The names and nomenclatures of weapons are typically what gamers argue over, while REALISM is steeped in C2 and Logistics issues that would bore a cat to death.
FUN and DETAIL can join if a game designer is clever enough and a beliable world created where the player can 'buy into' the abstarctions made, while reveling in the details.
[This message has been edited by Paul Vebber (edited August 24, 2000).]