Relax people, lets discuss rather then rage please. And excuse my sarcasm, but i just cant write in other way.
For info : in gang fights, a part from fast clik, you have to manage one/various groups, micromanage same/mix builds , settle postion wisely (we are talking about one hex of precision), aim the correct target regard situation, use max range of weappons/sight range, perfect timings, wisely split groups, scoot properly, manage logisctical issues for getting fast operational, surprise ennemy with new strats, hide/dont some forces, etc..,etc.. tactics/situations are almost infinite
You may say thats not hard or thats not relevent and again its just that you have no clue of what there is going on in gang wars...
I do not see very much tactics here, most of the things you mentioned are either game knowlage (Range, which build is good against what, who to target meaning who is most dangerous against us) or communication issues (where to stand so you can shoot the enemy before he shots you, here comes fast clicking as a factor aswell). And we have logistics aswell, which is working quite well, although not really complicated.
So, lets break this up in smaller parts. Managing groups and mixing builds, yes, some small tactical elements but currently and unfortunattly not a key element for who wins, no matter how you mix it, its more about not doing some fatal mistakes rather then gain advantage.
Scouting, yes, one needs to know if one can win or not, how big are enemy numbers and where they are/what they have, this not key element though (or it is, in a way of, if you got more people on WM then you can assume your victory/loose, which is kind of simple, and no more tactical then 7>5), becouse its mostly gives back a question: Attack, or not attack and from where?
Next,
hex precise placement and range usage, yes, to be able to shoot first becouse you will see enemy before he sees you (and so, you have a lot easier to click first (damn again fast clicking)), not very complicated unless someone linkes to stand 1 hex from door with a rocket luncher, then it might be complicated for that one.
Logistics "Well, someone forgot his armor again?", or "Damn i forgot ammo...". Well, sarcastic, becouse i dont see this as problematic thing to do, i understand you mean to prepare for several attacks and having stuff placed close by to quickly go back to battle in case of need after death/ammo refill situation. Thats pretty simple, isint it? Its like bringing toilet paper to the toilet before... Well, you know what i mean.
Timings of attack, Yes, this could be a tactical element, too bad the battles seldom go on very long time to be able to use this in bigger extansion. To make this work currently it must be used in very small time frame to gain success. Attacking one from behind and front (surrounding enemy) might enable the attackers from behind to get their first shot in, but thats all in terms of advantage.
Hiding forces, why would anyone want to do that? Exept when in defense when you want to cheat enemy by showing them only small amount of your force (so the enemy thinks they can manage them). Thats the only situation i can think of. And currently, this brings it down to amount of numbers vs amount of numbers unfortunatly.
My conclusion:I see none of those as key elements in combat, exept for the obvious. Most of those things are based again, on Fast clicking, Luck, and/or Builds. And communication which is teamwork.
You take good position and manage range/timing to gain the first click (first shot).
You scout, manage groups and micromanage logistics to manage the amounts of power builds (x vs y, Yes or no) (builds becouse non-power builds are not taken into account).
You hope to get lucky shots in the end, which might turn the tides of the battle.
In my opinion, none of the things you mentioned are key element to final victory unless opposite side completly lacks those. Some of those things you mentioned would be tactical elements, but are nerfed to most simple form by allowing every weapon to be fired instantly. Now, imagine if firing time was in place (what the thread is about), and how it would affect those elements, turning them into key elements, replacing the fast clicking, builds to some extand and even luck could be overpoweredto some point by enchanced tactical elements.
I bet my car you are not in any "big" gang so i understand you have no clue what im talking about... anywawy you should trust gang players when they say what they know... instead of some ironical/smart/sarcasm sentences.
Been there, done that.