Elite Rifleman:
At the moment this ability provides no real downfall to its usage except for its long recharge time. We implemented slight cost increase as well as starting it on a cool down. However we are currently exploring possible redesigns of the ability such as increasing the rate in which rifleman will accumulate Veterancy.
The changes made to the ability are not a fix in any way. You can still get only vetted riflemen in every game, the only difference is you have to get a rear echelon and an ambulance first. After that you can get 3-4 veteran riflemen without having to mix in regular riflemen.
Also, in its current state the ability is very potent throughout the entire game, cause any losses mid-late game become rather irrelevant as long as you can keep getting vetted riflemen.
The way the ability was implemented in the alpha meant you had to get a mix of regular riflemen and veteran ones in order to retain decent map control early game.
I suggest either revert to alpha state or move the ability to 2 CPs. That way veteran riflemen can't be spammed early game but will still be relevant mid-late game.
Soviet Weapon Team:
This has been a hot topic for a while but we are experimenting with 4 men Soviet Weapon Teams. Issue being they are too durable. If a 4 men team loses 2 men, chances of losing that whole squad would go up exponentially. When a 6 men squad loses 2 men the chances of losing that squad still remain fairly low. If overall performances needs to be compensated for reduced durability that is something we could also explore.
Durability is only an issue against weapon teams (specifically mgs and mortars) not versus small arms fire. I think another issue could be the combination of durability and mobility, which is quite uncommon for a support weapon. Maybe slightly reducing both at the same time could mean no significant reduction would be necessary for either.
Long Range Combat:
With our change to lethality in a previous update to make cover more important. A side effect of that change was that it made long range weapons extremely effective, especially LMGs. The combination of cover, lethality, and long range has resulted in medium to short range units being overall less effective. In most situation, units that require closer range will lose too many men on approach resulting in a significant drop in offensive performance.
This is because you (Relic) don't know how to properly test things and like to take huge leaps instead of baby steps. Reap what you sow I say.
But constructively I would suggest revising armor or received accuracy modifiers for close range units. Shocks seem to perform ok with some armor.