Would you mind adding any suggestions on how to fix/change these abilities?
I'm no game designer. I'd change it in a way that it won't mess with your interface. Out of the top of my head: Maybe something in the direction of making the units camouflaged in cover and slightly faster when out of combat but with a bigger detection radius. This way it still fits the theme of the commander and allow your units to creep up on the enemy, jumping from cover to cover in order to close in (like they did historically at the beginning of the battle of the bulge on which the commander is based) without casting a magic spell where your units suddenly disappear from the minimap.
I agree that the commander is one of the best, however radio silence is heavily depending on skill level. Especially lower rank players barely use the tac map at all.
Infiltration nades where increased in price (small increase from 15 to 20) in one of the more recent patches. I personally think they are in an okay place at the moment since they stop the damage output from the squad during the animation and are usually fairly obvious. However I think they still could use some adjustments since their effectiveness on retreating squads can be very high.
- Flares: fully agree. They are discussed regularly.
I still don't see how 20 munitions infiltration are justified. They can result in a squad wipe quite easily. And by looking at their price tag you can usually afford them without much resource handling. Also they are hard to dodge, because they get thrown around erratically that even if you dodge you still get caugt in the blast.