Mark me down as a player that thinks some method of GV notification helps promote action. So far we have had real-time GV icons, then some first passes at the red GV dar, then round GV quadrant dar, and now 3 mile square GV sector dar.
I'm working on a Tank Night GV terrain, with hedgerows and such, and it got me thinking that in Normandy it was the infantry's job to provide the intel that directed where the limited air and armor resources were supposed to go to counter enemy armor. My great uncle was a runner in the 4th ID, and he literally ran around hedgerow country from June 6th through July delivering intel that there were tanks spotted in this village or in the fields by that canal.
What if instead of a fixed 3-mile red square, we have a red GV icon at the center of that 3 mile square. It still serves the purpose of notifying that there are GVs present. But it makes it a little less gamey. It changes the current game play of "all I need to do is find the GV inside of this red square" and returns it to "there is a GV present in this vicinity, and I need to hunt for it."
I suppose one could argue 'what difference does it make if it's a red square or a red GV icon.' I would argue that a red GV icon removes the oddity of having a red square on the map, a feature that can be quickly and efficiently searched from the air since you know the edges of the red square, and returns it to something closer to a simple report of "there are GVs over there." You wouldn't know where the edge of the search area is with just an icon. In fact you could play around with size of the sector: 2 mile, 3 mile, 4 mile, etc.
In the AvA arenas, we can turn off GV dar, turn on GV icons, and time-delay the position update on the GV icons so that you don't really know where the GV actually is at the moment. All you know is that there are GVs there. It's a lot more fun. The extension of that is no GV dar + simple GV icon at the center of the sector.