Roads:
we have tried this once and it worked out well, but mostly the terrain feature "road" isn`t available, so no big impact (=+1)
Support:
a bit trickier, in one way one could argue "how can a already dead stand support another?" and on the other hand "to represent the bulg of the unit engaged in combat". But i will go with the first. That is the realistic and logical answer. After all, a unit seeing it´s foes lines falling will get extra energy. So, please do not change this due to "game-mechanic" issues. That wouldn´t be in-the-name-of-the-game. (=-1)
But in-game we need another way to "help" inf, see #below#
Flank:
need a clarification here...?
Flyers:
they can fly 100cm, no need to change that, it is relative to inf and cav movement, but why not limit their range of LoS? see #below#
Visibility:
in woods, it is very hard to see more then 10-12m, ( a member of swedish wm community actually did an irl test and none of his testies could see the blazing orangeè(?) helmet/jacket 9m into the undergrowth...) so don´t mess with this. One inf stands width is perfect. (=-1)
a side-reflection, what is LoS? What the unit actually and clearly sees? Or what the commanders of the army "know" is there? hopefully charging units won´t rely on commanders "sight" more then on there own actual seeing-the-enemy in clear view when deciding to risk their lives charging in or not.
Terrain:
if a charged inf unit have parts outside where it can actually find defence, it will be in the open, no "rule-mechanic" will convince me here. may have something #below# (=-1)
Cavalry+Monster in woods:
no (=-1)
Pursue on flanks:
a rule-text-idea on this one.
"if a unit, any unit, finds itselfs in base-to-base contact after the retreating enemy unit/stands have moved, that stand can always participate in the next combat round, unless the unit actually is allowed to pursue or chooses to hold or fall back as normal. If it chooses to fall back, and isn´t allowed to pursue, it can´t move over the original "imagined" battle-line (WMA). (+1, not play-tested)
Multiple moves:
NO!!
that is a abomination!
if the problem is: "not many/all units/brigades get to move out of the deployment zone" adress that.
an idea i have been thinking about, but not tested, is, let the first order a unit/brigade gets where there is no command penalties what-so-ever get +1 on the roll. which then also would/could apply to orders in later turns where there aswell is no pre-penalties at all. =first order (=+1)
Scouting:
do not really see the need of this. (=-1)
#below#
Support: add a battle standard upgrade for one character in all armies, and if that character is within 20cm of the unit add +1CR/supporting stand.
Flyers: use combat field conditions. weather and sunlight giving strict conditions on LoS during the following turn. we have used this for years and it has always limited charge distance for flyers in turn 1-2 and sometimes limited LoS for artillery in turn 1-2.
Terrain: there is plenty of terrain rules still to be developed, light/heavy woods, rough terrain, march vs river, swamp vs lake and so on.
May have missed some things here, but feel free to comment.

My 50 öre.
Best regards /ola