yeah I can see that working well for the air support side of things, and you could do something similar for Air-mobility, what about the Naval side of things?
the original itch that made me start thinking about it was I'm currently (Still) working on a multi faction Earth start starting circa 2020, and I'm extrapolating military from current military forces, current militaries still have Naval and Air as major parts of their strike ability, for example one of my factions is the Commonwealth of Nations, who's only Nuclear strike capability is based on old British Trafalgar and newer Vanguard class boomers.
as it stands I've gone through and converted the combined armies into game stats, but I've been struggling to find a way to simulate the existing Naval/Air Force strengths of the factions (without them, the US looks like it has a bleak future, as the US Navy is the balance against Chinas gigantic army 2.2 million versus .5 million active duty army personnel)
I can see the differentiation between land/sea/air becoming far less important as technology increases, however I can see Local Naval and atmospheric military units being relatively important for colony garrisons for quite awhile.
Actually the more I think about it the more I like your command option method of dealing with it, though for my purposes limiting uses of the option based on OOB rather than an option cost would help with what I'm trying to simulate more