Hmm... kinda funny how you are talking about talking with me, and then I'm the first one to reply to your post.
Anyway, this is a good discussion to have.
I'm sure I mentioned this to you during beta testing, but I do agree that having patrols in "aware mode" is pretty unrealistic. No army in the world would RUN a 5+ mile patrol (well, if they could, it would be rather impressive). But on the other hand, as you quoted, I think it is even less realistic to have them patrol with their weapons on their backs. If it comes down to a choice between them running or them walking with their weapons on their back, then I would have to choose the former, without hesitation. I wish other mission makers would do the same, but I can understand why they wouldn't.
So, until recently, I've had to just settle with the "lesser of two evils". However, in the last 4 months or so I've learned a heck of a lot about configuring and creating animations. One thing I'm figuring out is how to essentially connect keystrokes with animations; for example, how does OFP know what animation to play when you are standing with a rifle and press the "forward" key? It's all in the animation's config, which means one can add similar animations, or edit the current ones (I've made reloading while moving, for example).
Bringing it back to this discussion, in the last few weeks have been planning/working on an expansion of the hand signals addon I made for my aforementioned mission. I'm expanding it to include all sorts of military scripts and animations. One of the two main things I wanted to include was exactly what you are talking about: a good patrol animation, at walking speed, but with the weapon at the ready. I tried to make the animations, it didn't look too good, and I put it aside to work on other things. Low and behold, a couple weeks later, Sanctuary releases an outstanding set of animations that are exactly what I was trying to create.
There is only one problem, however: his is not an addon that you MUST have in order to play a mission made with it. Instead, it is a replacement of the normal BIS weapon on back anims, that you simply apply to your own computer. The only thing a mission maker can do is put his units in "safe" mode, and then hope that the person playing the mission uses Sanctuary's animation replacement pack.
Basically, there is no way a mission maker can insure these anims are used in his mission. What would be better is if the mission required an addon that included those patrol animations, properly configured.
That brings it back to exactly what I had hoped to do with my addon-in-progress. Sanctuary just doesn't know how to configure his animations to work like this. Not many people do, I guess, or else I wouldn't have had to figure all this crap out by myself. So my plan is to ask Sanctuary if I can configure his anims to release with my addon, instead of having to create a much shoddier version myself, as I was doing before.
I hope to create an addon that includes things that should be used in almost every mission. The patrol anims are one of the main reasons why that would be the case. The other long-overdue thing I'm working on is a proper foxhole. While unrealistic patrols are my main gripe about the offense, unrealistic fighting positions are my main gripe in the defense. I've included an example of what this proper fighting position should look like (although it is still early in development).
Anyway, I'm not trying to hijack your thread and make it all about me or anything. But I believe you and I share common gripes, which should be the gripes of any realism-minded mission editor out there. The problem is, addonmakers don't seem to care about fixing these "mundane" issues; they would rather focus on making the 1,000,000th new M4, or the flashiest new helo. I guess it is up to mission makers to actually create the fundamental improvements that OFP lacks but sorely needs. Maybe you can help pimp my addon when it comes out.