I remember that bug in the past. I really enjoyed the games that days. I will like to know what the forum thinks about it.
I think it will make more dificult to know what your enemy can deploy and then games more hard/interesting
Not gonna work. There are too many commanders that hard counter other commanders to do that.
If you can't see your enemy's commanders then you take a huge risk whenever you choose one before you know his, which nerfs all early game commanders. You might pick one planning to go for heavy artillery only to find your enemy can counter it with two clicks.
The reason you can bring three commanders into each battle is so that there is still an element of uncertainty in what your opponent will choose. At the same time, you can see their loadout so that you aren't completely blindsided when assault grens bred from the stock of Usain Bolt are suddenly behind your MGs, or when a mortar halftrack destroys your FHQ with a single incendiary round.
Your proposal would make any commander with a counter unpickable, and in fact would make picking some commanders first at all suicide. Only the "safe" commanders would be wise choices.
Knowing what your enemy might choose from is an essential part of CoH. In vCoH everyone knew all the doctrines and so you could react accordingly when your opponent chose his and started showing the signs, but there was still uncertainty since there were multiple trees to advance down. CoH2 emulates this with the three-commander loadout, allowing you to plan around your opponent's potential choices while still leaving some uncertainty for flavor.