well what i do is if i'm blocking off a chokepoint with tank traps that i think i'll use later, i keep an eye on the pios or whatever doing the building, then when their almost done i tell them to build something else, or goo off an do something else. The tank traps still have full health when their unfinished, and still take damage like if they were fully built. As long as they have a building bar above them they act like full tank traps but you can delete them. you just have to keep an eye on your pios or engies, as once they've finished one building project, they'll move back and finish any nearby unfinished ones.
True enough, but sometimes I have so many engineers doing things, I'd prefer to just let 'em go and go back when I hear them say they're done. Then do touch ups after if they're needed.
Well now, there's a stand alone mod idea for anyone talented enough: Return the ability to delete sandbags and tank traps with the delete key (as it was for the stock game before patches) for the 1.71 version of CoH.
Correction for one of my posts above about gui problems. I've noticed that whenever I click on a sniper (not always, but a lot), that's when the interface gives me graphics problems - this was in relation to the ALT+TAB'ing in and out of the game to correct it. It generally occurs when I activate or deactivate the sniper's camouflage command.
Its the same for 1.71 as it was for stock CoH for me.