Definitely would love to see more details on the gameplay - especially things like squad management. From the trailer we know about the contextual "go" system, but how flexible the ordering is? What if I don't want to breach particular door, but just have some of my squad watch it, and have other guys enter the building from other side? Or maybe the door's already open, I'm taking fire from that building and want my grenadier to fire M203 inside?
How AI ordering system ties (if at all) with multiplayer? Kean above mentioned Arma and one nice thing about it is how the ordering system stays the same whether you play with AI or human-controlled teammates. The only difference being other players see an indication of what to do and where on their screens. And, going further down this road, how communication is handled in Six Days - is there differentiation between talking directly to people around you, and using radio to communicate with ones further away (or maybe the levels/maps are designed so that you never are that far from others?), in co-op do you have some kind of "point finger at" action (Arma players who use ACE will tell you how such seemingly small thing is so important on the battlefield)?
In the last SITREPs we've seen what the artist department is capable of, now let's see programmers and level designers show off!