Personally, my feeling on that is that too much micro-management is given to the player, you seem to fill about 7 levels in the chain of command. I suppose that it is the only way to do it, as most AI systems I have encountered seem to only be capable of the Rush attack. As soon as you figure out how to withstand the initial assault, most AI's can be taken out by a simple dig-in and build technique.
Computers are good at 'logical' things, which is why logistics and resourcing are usually very good from an AI player, but they can't do imagination. I've never seen a computer do a hit-and-fade, or used a small group units to draw off some of your main force and lead them into a trap. In many occasions, at least when one side has been outnumbered, the 'dirty tricks' have had more impact on the battle than melee fighting has.
I think 'Pause to Order' is acceptable as a tactic simply to offset the fact the computer, whilst unimaginative, has instant awareness of every unit on the field, it's current location, action and situation, whereas the player has to take far longer to get that information (as Aldo said, in part because of the UI).