Yeah, I don't see Azir as a military commander either, but last time I mentioned how we don't actually have a commander character, people kept bringing up Azir so I put him in the list.
I get where you're coming from that he is always protected by his soldiers, but, I really don't think mechanically it fits all that well. It's not bad, exactly, but I think that Riot can do better (hell they've shown they can).
The fantasy of being a commander, in my eyes, is getting the people around you to do what you want of them. They're not mages casting mighty spells, or the greatest soldier on the battlefield (except for Alexander the Great, whose life reads like the biggest Mary Sue character ever), they're job is to get all these prima donnas to work effectively as a unit.
Which is where I think Azir fails. What he does, is make spots that extend his auto-attack range. They could have looked like statues, or a magic obelisk for all the mechanical variety they have. Hell, since it's him auto-attacking, they could look like shadowy versions of himself.
Actually, yeah, that would probably work better. It would explain his magic leap to one of them as stepping into one of his shadow clones. And I just realized that Zed already does that. Whatever.
As far as getting the feel of having a command, I don't think it fits. When compared to how thematic they've made other abilities, like Yorick's Q. Great ability, actually resurrecting zombies to work as his zombies, it's perfect.
My point, Azir doesn't capture what a commander does. Mechanically speaking, the best characters that I saw with abilities that are commander-y are:
Braum's passive since it marks an enemy for the allies to focus on for a benefit. Definitely showcasing the commander's ability to coordinate his team.
Ivern's Q, giving his allies a new ability movement ability, in this case a gap closer seem pure commander to me. He wants you to attack there: go to this location team.
And not a particularly subtle ability but Vladimir's R, it's not the best, but it could be re-finagled to be exploiting weaknesses, to get your allies to fight more effectively against your enemies.
That sort of stuff is what I think would make a good commander character, his job is not to turn into a giant bird in the middle of the enemy team, or cast impressive spells, or turn into a big dog demon. His job is to aggressively make sure that his team is working together to destroy their collective enemies.