Most of this is available in my fork of GAE. While the game I am working on is not finished, and has been further delayed by my plan to hit 1trillion isk a year in income in EVE Online, individual features are functioning properly.
As far as "squads" go, I don't use the GAE pet behavior. Its quite limited. Rather you will specify behaviors for units in a special AI file. For instance the defend behavior causes units to, assuming it has the highest priority, attack units which are attacking their owner. The rest behavior causes units to load themselves into their owner, where they then heal, which although not appropriate for squads of humans, could work for a carrier, or a spaceship with drones and so forth. There is not currently a follow behavior to be paired with the defend behavior or a behavior which causes units to attack their owners target, but this would be trivial to implement. Note that these are not commands, and you cannot control a unit that follows AI routines. Well, you can because I haven't added the flag to block hide commands and block right click orders, but that is a small change I am waiting to make after I finish some stuff.
Units can be assigned owners, based on a flag in the produce command, and owners have specific caps for how much of each unit type they control. Automatic generation of units and manual produce commands will not function if the control limit is capped. Note also that units can be set to automatically create other units, which they can own and to which their cap applies. Spawn of controlled units is based on a timer which you can set.
IIRC Hailstone is possibly working on multiplayer for GAE, I don't think there are any plans to add other features in the mean time.