It seems a bit weird for how the game works that intel is often only necessary for a moment, rather than sustained. E.g. you send a scout across your enemy's base, notice he is loading a transport up, and immediately select your interceptors and issue an attack command. Your scout is immediately shot down, but as long as you saw the transport for a moment, your inties can lock on to it and follow it anywhere, without any sort of intel on its flight path, even if they're 10km away. As a game mechanic maybe this is fine because it reduces some micro, but maybe it isn't the best to allow that lock on to happen with almost zero intel. It seems like a more realistic, and possibly better mechanic would be that attack commands turn into an attack move order to the unit's last known location as soon as the targeted unit disappears from sight/radar, but also maybe if the same unit is seen again, the original attack order is reissued. I understand that might be quite complicated to implement...
I also can agree that sometimes the current mechanic seems a lot more realistic than other times, e.g. when you scout a land unit and order a bomber to attack it. Given how poor path-finding is in this game, bombers would get pretty useless If they couldn't more or less lock on, since they basically wouldn't drop bombs, and it seems realistic for slightly outdated intel to give a close enough read for them to make slight readjustments on the fly.
So maybe units should be able to lock on, but only for a few seconds, before the command changes. If a change like this was made perhaps some sort of buff to scouts might be warranted, or not.
Basically just wanted to say the way it works seems weird to have important advantages for even extremely out of date intel, and maybe there is a better way to do it. If anyone else thinks of better or more faf-engine-compatible adjustments would be great too.