Here are some ideas about features I could imagine being added to TripleA. I do not necessarily support all of these ideas, as some of them might be too complicated to implement, still they can be valuable ideas.
1. Special attacks
Reently I've heared that more and more maps have units with special attacks, which are implemented with AA attacks, since they were made fairly flexible in the recent versions of TripleA. I've seen anti-tank and heared of siege attacks, and I personally like the idea very much - this is pretty obvious for anyone who has tried my Large Middle Earth map. AA attack has got limits, however, which I felt when planning my map.
The most obvious problem was that one unit could only have 1 type of AA attack. This was at most annoying to me, but can be an inpenetratable wall to someone who wants to create a space battle map with ray weapons, torpedoes and fighters mounted on a single ship, for example. The solution in my idea would be to create something called specialAttack, which would have attatchments like units, in which there would be a general description on how that works. There are currently some options to AA which need to be the same for all units with the same AA attack type anyway, so you wouldn't need to repeat them again and again. Units would only have options that are really optional, like <option name="specialAttackType" value ="name_of_special_attack1:name_of_special_attack2...">, <option name="offensiveSpecialAttack" value="attack_value_of_type1:attack_value_of_type2...">, same for defense. (NOTE: the names I use are always just random names, clearly not the best ones)
2. AA support
(NOTE: this is not only for AA, but also for special attacks described above. The same goes for everything below. I just want to describe my ideas independently.)
It is what it sounds like. Allow units to give support to AA of the specified type of another unit. I couldn't implement that spearmen stop the AA-attack called "charge" of enemy cavalry. It is not a particularly difficult idea, so I do not expect it to be my own.
3. AA territory effect
The same as above, could not prevent cavalry charge in a forest. Just fancy.
I can imagine att/def bonuses, but even changing maxRoundsAA, though I guess implementing that would be complicated.
4. Configurable battle rounds
Not an exact necessity, but if we have delegates for turn phases, why not do the same for battles? I remember someone mentioned he wanted siege bombardment to last as long as there are walls or siege units, and normal combat should have begun after that. Or it would be nice to determine when different AA attacks happen and when casuaslties are taken. There are lots of possible uses of this, but would require too much work - I would say it isn't worth the trouble.
5. Marksman
I don't exactly know what this should be or where it should be added, but I find it to be a good idea to have some specific units or special attacks (or even specific battle rounds) when the attacker chooses the casualties. Like marksmen do.
6. Damage indicators
Yeah, we have now the option to include units with six hitpoints, but I know no way to make the slightly damaged ones look different than heavily damaged ones, which is already annoying in the case of 3 hitpoints. Allowing different unit icons (like unitname, unitname_hit, unitname_hit2 etc.) would do it.
7. turnsIntoWhenDamaged - turnsIntoWhenRepaired
Another way to make units have multiple hitpoints, and to make damaged ones behave differently, and it is not even a hard coding work. The battle screen would simply display the whole chain of units which are damaged into each other, and you can select casualties the same way as in the case of multiple hitpoints. It would also allow units to grow with time.
8. Unit display filters
Some newer maps have pretty complex economy, which is usually solved with tons of noncombat units. These will just swarm around and the strength of armies on particular territories is no more clearly visible. Filtering which units to display using checkboxes or configurable hotkeys (only military units during combat move, only spaceships without transported ground troops when preparing for space battle, or any other combination of categories created by the mapmaker) as an optional feature surely wouldn't spoil the game.
9. Individual retreat
Submarines can basically retreat (submerge) individually in the sea. Brigands can do the same in a forest. I guess this was already requested, but nothing is easier than allowing something to be affected by territory effects, as it is only a simple check. Same for destoryers (i. e. not allowing this kind of retreat).
Some of this together would make it possible for brigands to attack an army in a forest, kill the general with their ambush special attack, where they have chosen casualties, and then "submerge" into the forest, because the cavalry accompanying the general is only a destroyer on plains terrain. Yeah, I do like complex games.
Thank you if you have read my post or even responded to it, and sorry if my English was troublesome to understand.