Well, the thing I mean with the transport example is that there is no point in not having the units exit, meaning it is just a few more meaningless clicks that could be automated. Realism can still be preserved by having the units panic and pile out of the transport when it is at, say, 10% health. Or, if the transport is at 15% health and something does enough damage to one-hit it, the units could pile out before the attack lands. Again, it's just like attacking an enemy in range, there is no point ever (except maybe in the campaign, like that mission in AOE2 with the Dome of the Rock) in not doing it. Things like flanking an enemy or deciding to retreat are more tactical, and that is supposed to be the point of an RTS - making decisions fast, not playing at 100 APM.