And you can simply buy ammo cannisters from the misc menu should you as a player desire them. Plus any requisite light trucks to move the things.
The AI cannot use them, and so if added to a stock formation - has wasted points. Ammo units are only ever to be added to human player only formations. (We used to have some e.g. SPA and SAM batteries like that - but may have removed these?).
Same with company HQs. A UK rifle company HQ really should be realised as a couple of land rover FFRs, and a little command group perhaps (if at all). But the AI would simply kamikaze any coy HQ soft MT provided by default. So rifle co HQS are realised as a plain rifle section. Specialist command groups advertise themselves as blindingly obvious 'kick me now!' items - so should not be used either. A human player might take steps to hide them - but the AI will not.
FOOS are expensive items, and quite simply if no real use to the AI (it may use an in LOS FOO if it happens to stumble on a target and it happens to survive, but it has no 'FOO plan' other than 'kamikaze me too'). Also - many
human players will object to having a surfeit of
compulsory extra FOs, being quite happy to buy maybe just the one, or being pure 'tread heads' who
don't want no steenking artillery or (yech!) grunts

!. (So the Norwegian tank coys have 2 of the things for 'doctrine' - but there is also a 'pure' tank coy for the AI, and sucj humans as
don't want a fleet of FOOS).
A lot of what you are trying to do simply cannot be done in therms of the game engine, and especially the AI, limitations and/or practicalities. Or it forces human players to have stuff
they consider 'optional extras'.
You can only escape off-map over your own baseline. Can be useful to save giving the enemy points for the destruction of the unit, or to save an experienced unit in a total rout.
Andy