I could write an entire book about drop callers, or raid leaders in other games. My laboral experience is all in the side of comunication/ coordination/ Pedagogy. (Not in english, a pity...)
Sorry but all we are saying is unrealistic and oversimplistic.
To start with, the evident model for calling is a well developed one: Military organization, and the old model of Mission command
https://en.wikipedia...Mission_command
In fact some competitive teams tend to use a copy and paste model of the military style of command/ response.
To cut a long story short. This model is very good to a centralized and fast response. But in long terms is disasterous to the social relations between the players.
As i used to say: this is a war game, not a war. Games have in their central objetive SOCIALIZATION... Not the survival.
When you put the goals of the game too much in the center of the social interactions that the game makes posible, the people tends to lose all motivation by the way. The war in the game is not a real menace who exiges huge personal sacrifices. It´s just part of a plot to make the game more interesting.
So you can create even a "Drop caller academy". Haven Kendrick could gave nice lessons about professional voice in a micro, and we can even bring some west point stuff about, and even bring here all the material about the different tactics in all the maps.
It will not remove some stubborn facts:
1) Not everybody even understands english.
2) 3 tiers are mixed in almost every match. Their level of comprension of the map, the tactics, and the mech they bring ant the build they have are not the same.
3) Maps change. Quirks change. Weapons change. New mechs come every month.
4) Events make people use mechs and weapons they don´t use normally...
5) You never know how many people in your team is leveling skills in a mech.
6) People cheats. No, i´n not talking about aimbots, syncro drops are cheating too, and syncro drops are too much usual in this game. two or more players, playing in synergic mechs (Narcers and lurmers is an example) have the key of many stomps in this game.
7) What can be true as a general assert in a map has plenty of exceptions in the "real" fight. Yes, take the top in Manifold uses to work better than go to the basement. But everyone can think in dozens of situations where this is not ALL the truth. By example, if your team has more assault or heavy mechs very damaged, but sitll having firepower, and the enemy keeps more mobile lights and mediums, stay in the top can bring to a backstabbing ping pong.
8) Sometimes a caller is not calling the tactic he believes is the best. He is calling the tactic his teams is really using, but triying to do in a efective way. See Baradul´s videos in youtube and you will see how good is the "german guy" just asking the team to be consistent in the tactic they are using. If you charge, you charge, if the enemy flanks, say it anf try to stop them...
I have seen a lot of bad tactics... Work, just because those bad tactics were executed with decision and skill. A good tactic with worse players can fail too... never forget...
9) A Good caller, as a good player, are not enough to win matches. They must be... Better than the opposite team, or more lucky. sometimes you have not to blame your caller. You have to say GG to the other team.
I could write for hours in my poor english, but i think i have clubbed the grammar enough...Calling is so difficult that we can´t be too much exigent... It´s another game inside the game, and the evaluatin criteria are not so clear...