Some Squadron Tweak Suggestion (Command Missions)
So, I don't know exactly when this was added (I took a couple month break from the game), but here are some suggestions as to how the system could work better:
1). The "Attack!" command should not generate enmity. For some weird reason, giving the Attack command, even if you stand way back, will instantly start you off with Red enmity on all enemies except for the one the tank uses the ranged attack on. This should not be happening, and it causes the tank to have to run around trying to round up mobs and by the time the tank does, you're half dead. The tank should gain enmity on the mobs like a normal player would if they were tanking.
2). The tank should not open with Ultimatum. I don't really understand why they do this, because every tanking class has AoE Enmity attacks as early as Lv16. Ultimatum should only be used when 2 or more enemies have more enmity towards other people than Flash/Unleash/Overpower would provide. Instead, the tank should be using 1-2 Flash/Unleash/Overpowers instead.
3). NPCs should respond to certain marks, for example, marking (1) on an enemy should make NPCs focus on that enemy and ignore others until it is dead. Marking an enemy with an the red circle with a line through it should place that enemy at the lowest priority that NPCs will only attack if it is the only thing to attack.
4). NPCs should ignore Invulnerable enemies. If an NPC attacks an enemy and it is invulnerable, they should immediately switch targets to something else if there is something else available.
This would keep NPCs having their own personalities, but yet give players some control over how they behave while still allowing for some randomness and feel that you are in a group with people who make their own decisions.