Zooming in on the unit, making use of the tactical view (B button) with unit outlines - both are options that can assist you in clicking on the right spot.
I prefer having idle animations playing rather than everyone standing around like a bunch of rigid figurines. And anyone who has needed to sneak some sort of ranged attack past a unit to hit something on the other side of it knows how advantageous the current pixel-perfect selection can be versus targeting some generic shape, so I'm glad they didn't just go with invisible cylinders and rectangles for collision detection.
A "pause animation" option (I stress "option") might be a good route for those that need it. Either that or add an optional confirmation box when movement commands are issued (accidentally or otherwise). Still, neither are absolutely necessary if you're actually using the tools mentioned above.