I thought it might be a good idea to make a list of abilities that are affected by leadership/tactics. My group has been using not only the suggested A Time of War abilities but also Tac Ops abilities to provide some real depth and flavour to having a higher leadership/tactics score. Here's what I've got so far, and I'll add in some of the abilities from the Blake Documents tomorrow. Any other contributions are welcome.
AToW:
Combat Intuition (unit can act last, or pre-empt all others)
Demoralizer (can demoralize a unit)
Tactical Genius (can make second initative roll, immune to out of contact rules)
TO:
Banking Initiative
Forcing the Initiative
Off-Map Movement
Overrun Combat (move/fire pre-emptively)
Communications Disruption (unit may only walk)
Zone of Control (prevent enemy movement)
As well, Tac Ops also has sharp shooter, brawler, anti-aircraft specialist, and ground attack specialist although I believe these are already covered by AToW's special abilities.