ORIGINAL: General Staff
I don't know. Maybe someone was a quartermaster in a previous life.
Why, yes, yes indeed.
I'm with GD on avoiding real world units of measure in TOAW supply. While I have a background in military logistics, I would not find it entertaining to try to figure out how much bottled water was needed per division in a modern Middle East campaign, nor get in debates about how much room could be saved by dispensing with the plastic and cardboard and simply shipping the water in bulk (trust me, it isn't as much fun as it sounds), but as a player of TOAW interested in having a supply system that acts plausibly without becoming the focus of the game, I can see there is room for improvement.
The scope of the game is vast enough that having "units of supply" would be more flexible than figuring out real tonnages, and would help keep the focus of the game where it should be, on combat.
The goal would be to give the player or scenario designer the power to make choices that logistics impose on a commander, not to make the player a logistician. Deciding where a limited amount of fuel should go might be interesting, but working out how it should get there would be tedious.