I second this idea, we need to be able to execute proper CQB missions. Especially with the new diving system, this lends itself to special ops missions.
This is the time to implement this, with the game in alpha, and it also should be easier to add units to buildings in the editor, without complicated scripts. I was trying to make a mission for ARMA 2 and this was one of the issues - it was nearly impossible to set up units in buildings easily and have the AI execute CQB operations. One thing you could do is have a module that would populate selected buildings w the desired AI units, and either lock them into the building or allow free movement (i.e. for hostage missions, you don't want the OPFOR to leave the building as soon as you approach). A 3D editor would be perfect, but the next best option would be a way for the mission maker to walk around in the preview mode top where they want to place the unit, and select a "copy data" option from the menu. Back in the editor, you would just place a unit in the general area, copy the data into the init field and the unit would be put into that place in the building - and stay there.
Ideally, one should be able to point to a door or whole building with the in-game command menu and select a "clear" or "breach and clear" .etc type command, which would then have the ai clear the building.
This would also lend itself to the use of flash-bang grenades and other non-lethal weapons for taking prisoners and hostage rescue missions.