Ctrl+H is a good one, it's a lifesaver when managing many tens or even hundreds of units, and is equally useful for smaller groups.
I'd like to throw out another little micro tip thing:
Ever notice how if you group units together and give them a move order, if they have differing numbers of movement left (or in the case of Mobility promos and certain terrain along the path) that the ENTIRE stack will halt when the lowest move unit runs out of movement?
Your unit focus may also get stuck on the stack until you select something else, which you can also see a lot when giving order to workers already out of movement. Essentially the game queues the action but doesn't purge the unit selection.
While a quick and easy fix for this issue with a single unit/worker is to just repeat the order and click again, mixed movement stacks that halt in this way will NOT allow the units with remaining MP to continue on. They will queue the movement action and sleep for the rest of the turn, no matter how many times they are ordered to move when the entire mixed stack is selected. Even Ctrl+A (order all global actions outstanding to complete) won't do it.
It looks like this:
Normally you'd have to go and manually deselect all the units with no movement from the group and command the remaining selected units again in order to get them to continue on and not waste their movement points for this turn.
A quicker (and less frustrating, given the interface screwups and latency especially in LARGE groups or late game in general) way is to simply use the Go-to button/shortcuts, Ctrl+G (same unit type) and Alt+G (all units of any type).
Simply press which is more appropriate and the game will automatically deselect the move-less units from the group, and collect all movement-eligible units into a new group as well as starting a movement command for them, so one more click will advance the units forward again instead of multiple deselection clicks.
You can even repeat this if they stop again, in order to make sure all units that can continue to move use their movement point for the turn. It "weeds out" the move-less units in much the same way as the Ctrl-H command removes injured units.
BTW, I play with the Right Click Menu option, so this makes this issue even more frustrating as all movement commands require 2 clicks (selection of waypoint, confirmation) but the stack halting issue still occurs regardless, so hopefully this is useful.