Speaking in general: FYI, by a strict reading of the actual AtB campaign rules (the ones that used to come packaged with the program), you can only deploy reinforcements from the same company as the Local Commander. This is something that's basically pointless to bother with until a unit gets well past battalion-size...but we're actually roughly at the point where that starts mattering. I can put that rule into effect, if folks can't agree on a reason to structure companies a particular way.
The main reason to organize into companies is because it helps determine who's the Local CO, and who the Local XO can be in any given mission. We've been fortunate not to take significant casualties during missions, but as the campaign difficult ramps up that *will* change, and Lance Leaders *are* going to get knocked out of battles, which means we need to know whose scores to use in that event.
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Speaking as Freya Lance: IMO my PC is suitable for a company command role. Decent Strategy, decent Tactics, decent ride. However, LT Hartmann is not built for overall unit command, and she would not be an optimal choice for an XO slot. 3iC is as high as she will be mechanically built to rise. Additionally, Rob the player will refuse a position which puts LT Hartmann in the overall unit command for more than about 1 game, because the entire point behind retiring my last PC was so I wouldn't have to be CO *and* GM, and to be totally honest if I wanted that to happen I'd bring back Sylvie so I can drive that sexy Marauder mini around again.
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Speaking as GM: Couple quick points:
1) Ad Hoc and his kids are going to be a company, and I'm going make sure that if Mike is the Local CO, he gets to play with his kids unless he specifically requests otherwise. (This same courtesy will also be extended to Hat and Ryan in the event that becomes relevant). If I feel this is being somehow abused, that guarantee will end.
2) The rules require that a command structure be established. This is a thing that is happening, regardless of anyone's thoughts on whether it's necessary.
3) People need to understand that these sorts of promotions and placement are the ultimate responsibility of the Unit CO; your opinions are noted and helpful and will be taken into account (notably options along the lines of "I don't want to be XO or in line for Unit CO"), but the final decision rests with COL Saltier.
4) If you're putting your hat in the ring (yes, I know our Hat is already in the ring) for Unit Command, be aware of the out-of-game time and effort requirements. They are not insignificant (~4-5 hours/month in addition to your lance is probably the minimum).
5) If you want to overthink company composition, the best way to think of things is to put lances from the same Company in the same contract Role. So, say, all three lances in Ad Hoc's company go in the "Scout" role. This gives them the best *chance* of being deployed into the same sort of missions. This means it's possible to end up with a "scout" company, a "Defense" company, and a "Fight" company, which indicates more homogenous company rosters. However, many players have the capacity to meaningfully help in multiple roles (off the top of my head, putting Freya on "Fight" can lose you the use of a LAM for Scout missions), which is a strike against putting all the light lances in the same company and putting all the heavy lances together. Additionally, just because a unit is on one role doesn't mean it can't be deployed into non-Role battle (IIRC, only the Local CO's lance is required to match up to the mission type); the computer can and will assign Dunedain (Fight) to a Scout mission when it fancies, though it is less common than Dunedain (Fight) being assigned Fight missions like "Stand Up".