Yeah, I agree wholeheartedly with all the good and bad points you made. That's also why I'm looking forward to the next patches, because now CRS is focusing on a completley new infantry model and interface. Up to this point they'd been having to focus more on stability issues, but now they can start focusing almost completely on gameplay, polishing, and additions.
In its current state, I find it to be the most compelling, fun, and addictive game I've ever experienced. Don't get me wrong, I really like Quake 3, Counterstrike, Day of Defeat and those types of games, and I used to play them all the time. They have plenty of nonstop twitch action, which can be nice, but they're not what I've always wanted in a game - a realistic, combined arms virtual battlefield.
WWII Online really conveys the combined arms thing well; it's all about teamwork and land, air, and sea fighting together against an enemy. I've seen so many things happen in my time playing the game. I've seen massive fleets of ships battling in open water channels, with planes dogfighting each other and strafing boats from overhead. I've seen formations of 30 tanks advancing on towns with trucks towing 88 mm artillery guns. Or 20 infantry rushing across a river to attack an army base while tanks provide covering fire. I've strafed trucks full of infantry from my fighter plane, and I've carpet bombed enemy towns from 10,000 feet above the ground with the help of another player manning the bombadier position. I've run from a burning transport as a stuka dive-bomber's tracers spatter the ground around me and other fellow infantry. The complex physics system used means that all battles have so many variables involved that the moments of "luck" are there, and that all units have their own very specific weak points and strengths.
It does have a learning curve, so if you've never played simulations before it can seem daunting at first. But even in that case, it just takes some time untill the controls and such become second natured.