This is a really cool game. Door kickers never grabbed me, but this feels like a better fit for the system they made. It is very obvious you are on to something and I'm excited to see where this goes.
Some thoughts (ok I wrote a little more than I thought I would, sorry for the wall of text)
It isn't super clear how damage works or how/where a tank is damaged. I assume this just hasn't been added yet, but I think it will be really cool to do things like point the side of the tank that still has ERA at oncoming fire.
I think you should experiment with different turret traverse speeds. Right now, it feels very zippy. This means you can react faster to being flanked, but also that enemies react faster to being flanked. Ultimately, it makes out maneuvering enemy tanks with good recon and positioning less rewarding since you only get one maybe two shots before they return fire. This isn't necessarily a bad thing, idk what your vision is, but it might be interesting if tanks were less able to whip around and getting out maneuvered was more of a death sentence. Or maybe fast turret traverse could require a module while normal traverse is much slower but you can have something else in that slot.
I'm not sure what to say about this exactly, but be careful about how you implement missiles? It is cool to fire off a thermobaric missile and damage/destroy large groups of enemies. However, I found myself stacking missiles on everything I could so I could use them constantly. I'd either recon with infantry or more often send a tank forward until it made contact, pop smoke, then fire missiles through the smoke. It kinda detracts from (what I think is) the core tactical elements of the game, or at least it has the potential to do that. Might be interesting to balance it by having a chance the thermobarics cookoff under fire, so you don't attach them to everything but they can still be really devastating without breaking the game.
Also, it isn't super clear what obstructs a missile or not. I'm still not sure how it works tbh. Having the line on the missile targeting UI be obstructed would be a nice way to communicate it.
BTW I did see a missile curve hard to the right by around 90 degrees. If this is an intentional chance of the missile malfunctioning, that is very cool, but I thought I should mention it in case it's a bug. And yes, it was unguided.
Just in general, I think indirect fire might detract from the core gameplay. Needing to get an angle to fire directly requires a lot of thought that calling in artillery just doesn't. I say this because I'm sure a lot of people will suggest indirect fire options without understanding the gameplay ramifications. But do what you think is right.
Recon is dangerous. I like this. I hope it stays this way. I'm sure people will ask for drones (or whatever other piece of equipment they love) but be vary careful about anything that makes recon less deadly. Or don't. Your vision your game.
There is no way for the player to develop a sense of how accurate a gun is. I get that there is a penalty for shooting and moving, but I have no clue what that penalty is or in what circumstances it would matter. To this end, I'd like to suggest something a little radical. Have the full hit chance for the current target displayed on the UI and constantly be updated. In other words, give the player perfect information. This way, the player would be able to develop a sense of how accurate a gun is at a given range, how much of a penalty moving is, and any other factors that impact accuracy. Otherwise, the player just has to guess when building their tank.
Smoke. Smoke is neat. I like smoke. But sometimes, I want to get past an intersection without having to deal with the threats on either side. Smoke, if properly coordinated, can accomplish this. Sometimes. But I found myself really wanting an option for more of a long thin line of smoke instead of a blob. I think it would allow for some interesting maneuvers.
I assume troops aren't supposed to destroy obstacles by walking into them. That's a thing. Also troops spawn inside the tank if you have the compartment.
Now for the "I think it would be cool ifs"
Blowing holes in building that tanks can shoot through. This would allow for interesting ambush opportunities. Maybe it could be limited to infantry precisely planting explosives while everything else still destroys the whole building. There is some historical precedent for this if you care.
Walls. Walls that can be more easily blown up and traversed than buildings but that still block sight. Maybe make it so tanks can just run through them.
I think some missions having restrictions on what vehicles you can bring would be interesting. Maybe the local infrastructure can't handle more than x weight so you have to either not bring your heavier tanks or really strip them down. I imagine most players will just find a comp they like and use it for all missions otherwise (which would probably get old faster).
In that same vein, sandstorms could be an interesting modifier. Maybe a storm starts 5 minutes into a mission so you either have to rush the mission to avoid the greatly reduced visibility, or try to take advantage of it and wait for the sandstorm to hit before you start.
I assume you aren't super concerned about realism as long as it's fun. While this seems very rooted in cold-war-like tech, MBTs can be a little bland. I think it would be neat to draw some inspiration from the oddities of WWII. Some casemate SPGs with limited traverse might be interesting. Having to deal with some super heavy (if completely impractical) abomination as a sort of pseudo-boss could be pretty cool too.
More than anything though, I think anti-tank guns could add a lot. They'd be stationary and only cover a limited traverse, but I think that would make for interesting ambushes. Tanks are very flexible, so I think having some less flexible enemies in some cases could add some depth and variety. It would also be nice to have an enemy that infantry can reliably take on without getting obliterated.
I think greater specialization would be fun. Being able to have a tank that sacrifices traverse, speed, and any FOW for extreme range and a massive gun would be interesting. It would be extremely good in some situations, while being totally useless in others. That could be used to encourage players to only take it on certain missions, or to do everything they can to keep a favorable position for that tank. This might add depth. Or be really easy to abuse. Idk.
Anyway, you seem to really know what you are doing. I didn't know I wanted what this game offered until I played it. I'm sure I will be the same when I play the next update. Us players don't always know what we want, so if you take none of my suggestions and make a game better than I could imagine I will be very happy.