thats pretty much my idea for my map using your custom missile XD
you might even enable attack if you use a preventOrder and replace attack orders with cast missile orders. (don't forget to hide the "attack" button and replace for the ability button... or you can simply make a ability based on channel and make it without button

)
your custom missile system already replaces attack very well in my head. units can miss by attacking "air" and all damage is triggered. also, using your height check from custom missile you can prevent units from attacking from impossible angles, (a classic example is the archer attackin a unit in the top of a cliff and missiles that change tragetories and follow units just because the terrain have different hights.... which is VERY unrealistic).
also, with this you can make units in groung melee attack flying units if the melee unit is in higher ground making the attack extremelly realistic. basically with this you merge the biplane wcIII attack system(ground/flyng) from ground/flying to a 3D attack system, based on x, y, and z.
also, AI implemented might detect unit proximity and enable/disable melee and ranged attack when appropiate (like warhammer 40.000) Your TrollHero can finish that Blood Elf that was with 3 hp and was succesfully fleeing by throwing his axe that would normally be used to attack melee (of course that would make him completelly unarmed...).
you might even make different body part vulnerabilities according to the angle in which the target receives damage

if the target is a turtle, and the attack comes from behind or above it might ignore 35 of the damage and also receive 5 armor for the rest that passes throuhg that.
Damage from cutting attacks might leave units bleeding without the use of custom abilities and dummy units, a knockback system based on how much damage is caused and how much hit points the unit have (smaller units have less hitpoints). If a unit is excessivelly strong and attack with it's muscles or a blunting weapon, small creatures tend to be knockbacked (even if their armor blocks most of the damage).
injuried units might cause less damage and move slower.
the armor system might be ponctual instead of using that weird algorithm (i HATE WCIII armor system), every armor blocks 1 damage, min damage = 1.
arows might be stuck in the unit leaving in crippled (thats easy to do, and i DON'T mean attachments) until the unit is healed (time in which the arrow comes off)
Normal units might have inventories and their stats are affected by the items it is carring. i don't mean armor and attack damage. I mean attack range, damage prevention from the angle the shield is, armor for body, armor for the head (an arrow in the head might be letal, better use a helmet).
you can make slow attack animations for a crippled unit with perfect syncrony with the attack rate.
Trolls will finally have a melee sound for their attacks.
normal units with critical hits that make units bleed. Weird angle attacks inflict less damage and are slower. A guy with a spear migh hit a jumping unit when a guy with a sword can't. weapons might brake if used against hard armor people.
Flying units that land or get close to ground to melee attack ground units (and also become vunerable to ground attacks). And that WITHOUT a single ability, just order it to attack, the trigger will deal with the height change =)
(ok i'm a bit of dreamer, but i hope this helps with the ideas.)