The logic around going for the gruff military commander style stems from trying to create some narrative reason in-universe for the tutorial to exist. Since it's on Open Palms and Open Palms is always in ladder, the logic is that it must be some pretty central location in the universe that is easy to fight over but also easy to lose control of. This makes it a great tutorial planet for commanders to get told information about because they'll likely get put on it and there is a ton of information out there (replays) for them to look up themselves.
Since it's based on the UEF and the UEF in general follow a strong "command-staff military bureaucracy" style of interaction, the logic is to have the voice actor project the rough exterior that typically follows from that sort of environment. To give it a bit more flavor, we worked to make the commander also have the sort of attitude of an NCO trying to break people out of the "bad habits" they picked up at the academy back on Earth, which can apply to teamgames, ai games, or just playing the campaign in terms of preparing yourself for competitive play. Though of course the roughness is just there because the officer wants you to develop into the best possible commander and so he gives out his own tips about best practices he learned out in the field.
Basically, while it is primarily focused on preparing people on the steps in playing a basic 1v1 map, it's also supposed to be more fun to listen to than "send x to y on the map" and hopefully the flavor makes it easier for people to remember the mission a week from now.
Not every tutorial needs to have the same style, this one is mostly the traditional style for UEF, in fact it's something I want to strive to push against as I'd rather each potential mission have some quirk that makes it remarkable rather than a giant gray glob of orders and commands thrust at you.