Agreed.
I think it's a good suggestion, but what we have to consider is whether or not it makes for a good play experience for players.
As pointed out by others a scripted breakdown during a single player or co-op ToW mission may be cool but in general players don't like it when random things happen during multiplayer play. As it is there's a segment of RTS players who won't really touch CoH/2 because of the random outcomes that can happen in the game, and would rather it be predictable like some other top RTS games.
We do like having the random element in the game, the chance for things to occur every so often that bring the feel of real combat to life, but something like having a unit simply stop working would infuriate the majority of players.
I don't mean to aim this directly at you Noun, but this really had an impression on me; the concept of making a good play experience, rather than something that's just cinematic.
I really feel that at some point in CoH2's development cycle, the emphasis shifted from making a game to making an 'experience'. I don't think that this is _necessarily_ a bad thing, certainly; but if the actual fun, satisfaction and playability of a game is lost in search of a more cinematic experience, that's a bad thing.
The evidence is everywhere; from the over the top screams when a unit catches on fire, to the heavily stylized UI (to the detriment of usability), to the little skull-and-crossbones signs that pop up when you lay a minefield, to the way troops scatter whole metres when shots fly nearby, to the huge(ly unnecessary) Soviet squad sizes and weapon crews. Reviewers look at these features and see attention to detail. The committed CoH fanbase look at these features and see distractions.
I appreciate that the intention is to enhance the sense of immersion, but it really isn't necessary. When Minecraft was in alpha, it was incredibly absorbing, and yet was so basic and simple. I'm a little afraid that it's a bit late to u-turn on some of these design decisions, but I do think the game would benefit greatly if Relic could refocus on making the game a fun and enjoyable experience for the player, and not so 'try-hard' when it comes to making it play out like a scene from Stalingrad.