It has always annoyed me (not greatly though!) that units healed for free. As Ahriman has noted, it encourages concentration of force and narrows any tactical depth I think. I mean, we had the best use of great generals, for the most part, being super medics. Some have argued that is realistic but I still think it's kinda weird that ended up being one of the most efficient uses of them, when so much effort and emphasis was put into the unique promotions and other abilities they unlocked.
Personally I like what they did in the Advance Wars games, where if you had 2 of the same unit and one of them had less than 10HP (10 was healthy unit), you could join them together, combining the sum of their HP (to a max of 10) and getting back money for any leftover hitpoints based on the unit's value.
I don't expect they will have changed much at all about how healing works - I doubt they consider it a high priority. You could argue the current system involves less micromanagement.
I do wish it would cost something more than just unit turns to heal a unit though.
Personally I like what they did in the Advance Wars games, where if you had 2 of the same unit and one of them had less than 10HP (10 was healthy unit), you could join them together, combining the sum of their HP (to a max of 10) and getting back money for any leftover hitpoints based on the unit's value.
I don't expect they will have changed much at all about how healing works - I doubt they consider it a high priority. You could argue the current system involves less micromanagement.
I do wish it would cost something more than just unit turns to heal a unit though.