The issue in this forum has turned into the fact that some people simply think that when multiple targets are tracked for multiple days it is "too tactical" for me as the player to tell my naval air strikes to focus on one or the other TF (by type, size, location, whatever). These same people have no problem with me plotting the individual training routine for each and every ship and air unit in the theater each and every day, plotting single ship supply runs to the middle of nowhere and setting CAP levels and altitudes for each and every base each and every day or the multitude of other much more minute and trivial things that are required in UV to get the most out of the engine.
No, the issue and has always been (for us anyway) "what should Matrix do to improve its customers enjoyment of Uncommon Valor". We have answered that question with "we think there are things we can do, but they are being done to WitP and will be backfit as appropriate"
The argument that "becasue you can make changes in CAP levels and training routines and logistics, that one should be able to direct strikes to specific TFs" is fundamentally flawed.
The basis for the argument is that since all these things are "micromanagement" in your opinion they should all be allowed.
What you fail to understand is that setting CAP levels is a CONTROLLED action. One that your subordinate has all the required information he needs to perform. Same with the other "micromanagement" orders you cite. They are orders that change the activity or status of YOUR FORCES DIRECTLY, BASED ON INFORMATION YOUR SUBORDINATES HAVE. You don't need any extra information to perform them. They are things your subordinates have more or less complete control over (screw ups or miscommunications excepted).
Now, do you accept that there is an "information requirement" that is needed in the order to "Attack the Task force last reported to me to be 90 nm SE of GiliGili headed north likely to have 2 transports and 1 MSW" that is not required in any of the other orders?
Your subordinate needs to go back and find out when he made that report, then attempt to correlate his contact reports since to decide which of the current contact reports he has reflect that TF's location. How accurate was that initial report? What previous reports might have been that TF? He might not have a current report of a "2 transport 1 MSW" TF it may have split, other ships may have been added. You know that doesn't happen because of what you know about the game mechanics, but to "the game" the assumption is that those thigns could happen and the assumption is that despite the problem being made "simple" in game terms, the chance of success in correlating all that information is not certain, and is not ini any way proportional to how badly you want the outcome to be as you desire. Priority can't change the information you either have or don't have.
This is why all the ships in the pacific weren't all sunk in the first 3 months of the war. ITs a big ocean and keeping track of who is who in the zoo against a sly and cunning enmey is not an easy thing. If every TF detected could be immediately attacked upon detection, or even reliably tracked until an attack could be made, then not much would have moved, and losses, particularly to merchants would have been incredible.
No matter how bad you want to win the lottery, if you don't have the right numbers you can't win. Likewise no matter how badly you want to attack the 2 transport 1 MSW TF (in reality a "label" for a TF or unknown size or composition that at one point some time ago MAY have had 2 transports and an MSW, but might not have. And may or may not have changed in composition since the report.) if your subordinate can't correlate a known target to that past report, the attack can't be made.
Does this in any way sound vaguely more complicated than "fly 60% CAP now instead of 30%?
The sum total of information your subordinates have is not assumed to be what gets reported to you. They report what they have confidence in. You have no idea what conflicting chaotic mess of reports they are sifting through to pick one TF out they are "pretty sure" (at that time) they understand the whereabouts of and report.
The assumption that "attack TF X" requires no more information than "Change the CAP %" is hopefully demonstrated to be false, and the fact that it is availability of required information, not the "level of micromanagement" that determines what things the player can and can't micromanage.
Now there are a lot of possibilities that might allow you to give an order like "give priority to attacking transport TFs headed to Gilli Gilli". That is a very different order from "attack the TF reported to have 2 transports and 1 MSW I think might be going to Gilli Gilli". One is general guidance, the other something that may or may not even mean anything at the time of execution. That order may not have changed allocation of assets you criticize since at the time of execution, there may not have been any "targetable" transport task forces to attack. 12 hours before or after there might have been. There may have been a 3 hour window in the middle where they "popped back up" but by then the other missions may have been planned and the "bird in the hand" theory neglected an attempt that may or may not have been successful.
Even a "priority TF type" order is not an "ensure all TF of this type get attacked" order. THe nature of teh information problem prevents that.
Hopefully you and others who have a difficult time with "the TF is right there on the map, how come I can't ensure it gets attacked" can see that the information, at the right place, at the right time with the right opportunity, is not always present to make this happen. This isn't something changing "priority" can address.
It would require a detailed "tactical game within the game" to manage the production and distribution of that information, something that is not goiong to happen. You have to accept that much of the underlying "tactical information and the ability to act on it" is abstracted into the stats of your leaders and used by the game to allocate assets in an abstract manner.
A bit more influence over that allocation is possible. Control over it just isn't.