Those first 2 Circle jerk posts seem very biased and limited in scope and definition on why changes are needed.
Sturms should not get a shrek and a sweeper, simply because you would like it. You should be required to make a decision to choose 1 per squad and not have a be all end all unit.
USF mortar should have a 10 range reduction maybe, its stats should stay relatively the same as you already pay for them with the 260mp. Moving it to t1 might be an ok idea but in that option you look to limit USF in the early game both factions that get an MG pretty early. On top of that, its already very risk to choose t1 over t2 due to the lack of AT support in t1 that requires you to take another risk with handheld AT or to hope your m20 mines do something.
Brace reduction is another poor idea, not only are you investing pop cap in these 'units' but you are wasting tech, fuel, mp, and time in building these static positions. There are already more options to deal with them and even the Goliath can almost 1 shot one of these positions. All in all brit emplacements are trash.
Ostwind changes could happen but at the same time the cost for the centaur would also need to come down to match, units fill same role, perform the same, come out at same time.
Giving volks extra slot would remove a tactical decision players need to make and give them a 'be all end all unit', not a good idea and simply rewards bad play.
Strumpio catches may be alright, OKW is pretty muni heavy (much like USF
) but outside of that the direct changes to fuel income might push their already fuel cheap tech tree further E.G 4v4 meta.
Moving the
t-34 to a tier 3.5 would significantly reduce the viability of this unit. Not only does it come in the t4 build, but it also comes later than a p4 with less pen, armor, and overall accuracy. Would never be built and simply would push this unit into oblivion.
Improving
reketn stats is a different story, currently the vet on the rekten is obscene. ROF increases, 1000x pen on first shot, no cloak movement penalties, damage increase, and even range increase. The unit builds on vet which makes keeping it alive very important, now, on that note the unit could use an extra man making it a 5th man squad. Giving it green cover would require the removal of the cloak it gets currently in order to make up for the changes.
Buildings: all buildings should take more damage as ghosts such as sandbags and such.
Personally I would like to see the brummbar armor come down slightly as it comes out earlier (therefore less AT options on the field).
Changes to
USF late tech, the major cost should come down by 10 fuel, the sherman comes super late almost to the point that a panther is often times on the field beforehand.
Buff the Solv AAHT AA capabilities, due to the high ROF the RNG gods often make it impossible to shoot down a single fly over plane and even just a recon.
Maxim Hmg price should also come down to 250 rather than 260, the rotation/set up rate change has been enough to fix the spam meta.
OKW Base upgrades : Honestly We could see these drop in mp price, the reinforcement upgrade is enough to be pretty demanding on the faction. Dropping the medics/engineers upgrade to 75mp would still give them a relevant cost but also ease the pressure on OKW.
off maps in base zone: these are simply game breaking, Stuka dive bomb, IL2, ect, are silly. Those cheese shouldn't be a thing but was in a pre-WFA game where you could build Arty in base sectors.
Outside of that everything seems to have justified changes and feel right in the meta outside of b4,kv1, kv2, opentop 251 ht, hit the dirt, possibly bulldozer, ect. Basically what MATRAKA14 said