Pulling a vehicle, moving into a target zone, and deploying or positioning in a static location can be very time consuming and difficult dependant upon distance and intervening terrain.  Infantry movements, especially with rapid response units, can easily redeploy with minimal down time and need to be aware that armor or air support may not be present if there is no lead time for vehicle deployment.  Infantry also has to understand that if they are not going to rely on logistical support on the ground that chances are good a protracted engagement will not be possible.  If you are going to rely on easily spotted and shot down Galaxies, or temporary beacons, that regardless of a beacon rotation your time on target will be at a severe disadvantage.  The secondary effect to this is two fold, one;  an assault without infantry, or rather an assault that had infantry which can no longer keep pressure on the enemy or sustain an attack means any vehicles in the area of operation become at risk of being over run.  Two;  to a lesser extent, without hard logistics in place there is no blueberry element which can bolster any offensive action,  I know we all prefer to think our outfit can accomplish a strategic victory on our own but this is not realistic.  "Cannon fodder" is a necessity whether you want to admit it or not.

Vehicles are not by their nature intended to be static, they present too easy a target in that type of deployment, when they are static it should be rare and with cause.  Security for ground forces is paramount, and once a target area has been isolated from enemy vehicles only then can/should force multipliers be positioned for maximum effect.  Open ground vehicle combat training needs to be explored, and should in my opinion take precedence when considering the use of vehicles.  to this effect, rally points, fall back positions vehicle groupings for frontal pushes/attacks, waypoint placement, the use of colored smoke, dedicated repair/rearming stations, call outs and improved targeting/call outs for combined/concentrated fire power are all things we need improvement on.  Moving onto a target area together, formations are helpful but are not needed to orchestrate a good armor push.  If you allow your armor or air for that matter, to become spread out or strung out over a large strategic area you will find that the enemies will shoot through the gaps in your line, get behind you and do serious damage to your logistics and fighting capability.

Dedicated crews, this is definitely a must have.  However there is a caveat to this issue, it depends solely upon the number of people in your squad, and the types of vehicles you intend to deploy.  There is little need for more than 1-2 support vehicles, unless you are sundy rushing or battle bus rolling.  Harrassers should never be deployed without gunners, and never for base defensive actions, these vehicles were always meant to be at speed which gives them unparalleled offensive power.  Essentially vehicles should be fully manned, unless they are being deployed in rear actions.  A 12 man squad could be designed as such for example:

5 Lightnings
2 Vanguard
1 Sunderer Support Repair

OR

4 Vanguard
1 Harasser

With various other configurations dependant upon the need at the time.  No vehicle is without it's value or weaknesses, however it is important to provide crews with a operational structure otherwise many vehicles will become useless or isolated and destroyed.  Interlocking fields of fire are the way to win along with overwhelming sustained firepower.  Time on target should be minimal to reduce heavy losses to vehicles and crew, and manpower needs to be assessed and utilized to it's maximum effect.  I think personally that when operating a dedicated vehicle unit that ground vehicles work best under friendly air cover, or with good anti air coverage.  I believe the best employment of ground vehicles or aircraft is to have one squad for ground vehicles and one squad for aircraft.  This eliminates the duality of a vehicle squad and solves a manpower issue when the two squads need to support one another.  This would also provide the remaining two infantry squads both excellent air and armor support on open field targets.  This approach would be less effective in built up locations such as Biolabs and Tech Plants which require more infantry to seize.  To summarize with a breakdown example:

Aircraft Squad

2 Liberators
4 ESFs

Armor Squad

9 Lightnings
1 Sunderer Repair

Supporting Two Infantry Squads

Mixed Infantry Squad for Interdiction and sweeps
Max Squad held in reserve for escalations and point hold