I think another reason new players struggle is the limited vision.
Remember not knowing 'the way to play' a game, and having no vision... it becomes very easy to turtle. I'm thinking of the new guy who, 10 minutes in, still didn't move beyond the arrow you drew even though there's NOTHING infront of him, or bronze sc2.. no scouting, don't know maps, overwhelmed with mechanical tasks that others breeze through unconsciously.. it's easy to become paralyzed. The answer is usually found though vision (scouting out the enemy's positions/tech/plan, looking for opportunities to force mistakes, etc.), for which they are at numerous disadvantages (mechanical and by design).
Random thought: What about allowing vision to one above you in the chain, or others your equal rank, and all below. 'Realistically' you'd be in closer contact with peers and direct supervisors so it's not a huge stretch (devil's advocate can CO's really see through others' eyes as if they were their own? =P)
Possibly only in opens and/or new player games, but I know other balance teams avoid similar 'situational rules.' In regiment games with voice, having limited vision can reward soft skills (communication) / add depth, so not sure there.
May or may not be 'good,' just a thought to help newer guys. Veteran players intuitively know whether to hold, push or retreat by inferring from previous experience in game / on map.
I think part of the problem is that new guys get auto-relegated to sitting 'at hay' / on the flank with no vision. It becomes a 'get zergged and die' role*, because they don't know how and when to retreat or advance (leapfrog, or full out OMGRUUUN).. or they sit in one spot for 5-10 minutes and then either get wrecked or win doing nothing based on whether your team wins the main fight(s).
Having more vision could allow them to process and make decisions on their own in a low communication game mode (opens), and may give CO's more options on player distribution for optimal eyes to support the plan. It may also give them more opportunity to watch and learn from good players.
*From a new player perspective: ww3/slaughterhouse, (specifically, though I love it) swat, and possibly hq-type map designs first come to mind - the inside is a blast / being on the flank can be a bummer, cut off from others; Ferme as first thought for good supportive/cooperative design (I feel how open SH/BH are allows more tactical options while retaining intense inside combat/allowing trickery), or even parts of old UC / current SH -- other positions can support each other or pivot to create strong man-advantage situations if not reacted to