AGM?
3CB used AGM up until about 2/3(?) months ago, but it was removed (along with all other mods) as part of "the great mod-inquisition", aka our attempt to increase the stability by starting with vanilla and validating each mod we add extensively.
If I recall correctly, it wasn't added back in because we found that leaving AGM out didn't really affect the gameplay. AGM, at least back then, simply didn't change the "feel" of ArmA3 as much as ACE changed the "feel" of ArmA2.
Additionally, many of the features weren't as reliable/robust as they should be -- things just felt a bit finicky and things just broke too often (group management was horribly unreliable, spawning/gear was often messed up, etc).
AGM seems like a really cool (it's all open-source and CreativeCommons licensed!) and ambitious project that's steadily marching towards a stable "1.0" release (they are at 0.9.2 right now).
With a bit of luck the timing works out and AGM hits "1.0" at the same time as we hit the later phases of our mod-testing-system