As the subject's come up I thought it would be worth explaining how the experimental, pylon-based command method works. In a rare case of proper planning, I drew up some flow diagrams to understand how I wanted the system to operate, before then working out how to combine scripts and AI to do the job.
It's easier to explain by way of a quick demo, available
here.
Upon launch a squad of four Mambas will be spawned. The unit selector panel allows you to select units 1-4 individually, while the diamond selects all. Use Y, T and M to select the relevant icon. Once selected, the panel will switch to a series of commands; here the icons represent the following:
Back (return to the unit selector panel)
Advance (for the moment this turns your squad into pirates!)
Hold (actually uses nullAI)
Regroup (the default follow-the-leader setting)
Engage (attack your current target if one is selected)
Although I rather like the visual control panel and have now built a whole scenario around it, the actual script functions that command the ships could just as easily be triggered using the new cyclic primer thingy in 1.75. At the moment, all the hard work is done by a ship script that's attached to a pylon-mounted mine. The 1.75 function could trigger the same bits of script, with the slight advantage that everything is kept within the same worldscript.
You can see how you could use this system to keep drilling down into a whole range of commands. For example, in the Resistance OXP I'm thinking of, unit 1 is actually the player, and so it would be better to have some special commands under the unit 1 selector button (e.g. status, comms check etc) which could themselves have further options. This is eminently doable; you just tell the script or AI to point to a different function (indeed there are a few placeholders in the controlbutton.js script for this).
I haven't actually downloaded 1.75 yet so a lot of this is speculation; just thought I'd share what I'm up to.