In the German rout segment there were three units in the hex highlighted by the red arrow. The units had to route because they were adjacent to several Russian squads.
Even though a rout path was available (yellow arrows) the units remained in their hex and were subsequently eliminated at the end at the rout segment. This does not look right to me...
Perhaps I have understood why the AI stack didn't rout in the above shown situation. There were four routing units (a leader and three squads, as shown in the message window), not three: if these units attempted routing as a stack, the German squad with the Lt Mtr in the first hex of the route path would make that hex impassable.
Assuming this hypothesis is true, we have no bug here but simply an unfortunate situation (and a reminder to always leave a free rout path [:D]). I presume having only part of the units routing in such a case would open a whole new can of worms (who routs? who is left in the hex?).
The "autosave" feature, however, is still a very handy feature, as it would allow providing a saved file when a real bug is discovered. Assuming the saved files are named "Autosave_xxx", a "purge" feature (accessible through a button or a menu item, and with a confirmation dialog box [:D]) deleting all the files so named would also be very useful (if it can be implemented without too much effort).
Alternatively, the autosave can be implemented as a non-optional feature, with all the "Autosave_xxx" files being deleted when the "New Game" button is pressed.
AI will try to rout with a good order leader as a stack, however without saved game it's impossible to confirm. If you see anything in the future please let me know