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Heroes is a turn-based game, not an RTS. It cannot have simultaneous turns throughout the entire game. Can you imagine simultaneous turns in chess? That would be absurd! And it's the same in Heroes. Almost the same. Because there is unexplored territory, and the initial movements of units are not visible. And as long as they are not visible, as long as they cannot be taken into account, simultaneous turns are possible.
Resuming simultaneous turns after an interruption is usually completely unnecessary. Because the interruption always occurs later than the moment when it is already important to take the opponent's actions into account.
Resuming simultaneous turns after an interruption may be necessary for a completely inexperienced player who doesn't care what to take into account and what not, and how simultaneous turns affect the game's logic, for a purely casual game.
This forum has the highest standard of competitive play.
Of course, you can turn Heroes into an RTS. But that would be a completely different game. You would need to, for example, abolish the concept of turns, the concept of movement points. Tie the log and pathfinding to the real speed of movement on the map. At the same time, it seems that the meaning of having 8 heroes and chains would be lost. And so on...
Does anyone need this? I certainly don't, and that's enough to close the topic.
In short, DaU, if you come up with simultaneous turns for chess, you can switch to Heroes.