As I recall, even suggesting stopping your units occupying the position of a dead enemy or following the enemy was frowned upon by titi, so I'm not holding my breath for all these macro-management settings.
I dare Titi to move his swordman between points A and B for the duration of an hour game.
Scouts at outer egdes of a base so you can see when a enemy is comming?
i never really have seen a use for this, at this point it would seem to me as mostly a cosmetic feature, as it don't really do any difference in gameplay.
I admit, it's far from any game changer nor is it a significant help, but in games with limited units (eg, scenarios, games with population limits, etc) and starting locations that are highly exposed, it helps counter the fact that you can't just swarm your base with units in every direction. You could have a small number of units in patrols around the base to prevent ambushes (not like the CPU will do that really). Guard can be useful for ensuring that one vulnerable unit could always be protected by stronger units without needing to micromanage all the guards. Patrol and guard generally wind down in usefulness later in the game, when everyone has such large armies they become unnecessary. It does have its uses, though.