I don't like the recovery squads idea. I get that its a throwback to CoH 1, but currently there are no abilities which positively augment manpower income in anyway and this is for a good reason. It will have drastic effects on factions or build timings that are manpower tight and still have potent effects on ones that aren't.
This is why I made it available to all factions. I would like to test more manpower manipulations and see what the actual impacts. If it would provide alternatives to the usage of light vehicles, I would say it would be a good outcome. Also, I actually never have played CoH1 online so I have no sentimental value for it.
Garrisoning mortars in trenches is a cool idea, however I don't like the range increase or especially passive healing. If trenches were given a SUBSTANTIAL mp cost like say 100mp, then perhaps passive healing could be ok but if they cost only 50 mp(like the old trenches) or if they were free as now, I feel like players would just build 3-4 trenches in base and skip the bunker medics or equivalent. The micro tax would be higher but healing overall would be faster due to more models healing, and the resource cost would be lower. I feel the barrage range just rewards putting mortars in trenches too much, you already get the durability increase against enemy indirect fire, adding additional range is too much I think.
The Ostruppen Trenches have always been free. Additionally, I made the UKF trenches to use the CoH1 slit trenches to differentiate the two. There was a slight bug which I fix where squads with 7 models could not enter.
The healing idea came about for mortar units are more vulnerable to indirect fire due to how the damage in all in hold came about and their larger surface area. Even when these trenches are free, they are really never been used. I can see them being 50 manpower, but 100 is too much in comparison with 150 manpower un-upgraded bunkers or with the 125 manpower fighting position.