Nice rules, have had a quick read through, it reminds me of my first campaign and all the paperwork that was involved keeping track of units and part units and troops. But that is something you will always have with a campaign and is something the players have to be commited to. It is worth taking this into consideration when scaling your campiagn as the amount of paperwork does grow exponentially as the campaign gets bigger. I do like the campaign victory point system you have done.
One aspect to think about is the exploitation of rules and the out the box thinking that appears in a campaign as what you are trying to create may not be what the players play it like. One example was my first ever campaign on an A3 gridded map with four players (2 ork, 1 chaos, 1 imperial) the result was the imperial had very slow armies as on foot same as chaos, the orks being experienced gamers had some slow armies but several super fast biker armies! (movement based on slowest unit move 10cm= 1 map square) Lets just say the chaos player got knocked out sharpish by being out manouvered totally and the imperial player got boxed in.
In my current campaign we each have an A4 book for just our armies, but that was by agreement as both wanted a large campaign. Also we have tweaked the rules to simplify supply and reinforcements to reduce the paper overhead. It has also come about that a fair portion of the armies are pure titan armies which when they come up against infantry armies it is a total one sided battle, so there are army composition issues. This was after several months of refining the rules initially with my mate before we even began. The decision we have come to is that who ever captures an enemy city will win, especially as several months just to fight a turns battles.
It won't deter me from another campaign, but do play the campaign part before commiting to the full campaign just to check the flow and paper trail etc and any inconsistancies that arise.
Keep up the good work