That's a whole lot of best everything for a faction you say isn't op
It's not the question of what's what, but if he's right or not.
1. A-move double raketen is definitely correct. Pretty much every OKW player I have encountered A-moves raketen behind blobs and when sh*it hits the fan, they retreat. Such aggressive A-move style is impossible with other factions. So it makes it easier
2. Obers, on paper and in-game do become terminators with veterancy. Nothing really to argue about here. Also stock.
3. Pinpoint rocket arty has it's downsides. I consider werfer to be better. I think I dodged 90% of stuka strikes, whereas much less werfers as they are circular and much more random. Sometimes they wipe 4 squads that are super spread out, sometimes they fail miserably. However, stuka is useful in taking out team weapons which are slow to move. And indirect team weapons are something you would use to help out in pushing obers back.
4. Best stock medium? On paper, perhaps. 234 armour, great AI, good AT. Stock medium going against other mediums which are weaker. But it's also a tad more expensive. I personally consider T3485 to be the best medium tank, and P4J the best stock medium. Stock medium is a difficult discussion because there are different things backing that said medium, up.
5. Completely true. Sure you can wipe it with certain commanders, but unless you got those, it's easy to defend. Even more so in teamgames where if you overextend to take out a flak base, you can get counter-ra*ed yourself. Still, it can be a good target to keep SPIOs busy. I'd definitely reduce damage/AOE on it and increase suppression.
6. Seen it plenty of times. However, if you do destroy it, you should try to capitalize on it. Unless it was a Pyrrhic victory.
7. You'd have to be absurd/in denial/too big of an OKW fan; to deny the power of spearhead, let alone when combined with the commander upgrade. Downright broken.
Fussies: sh*t early game. OP late game. Extended vision, a-move blob with great utility (and a highly mobile flare platform)
Jaegers: Wouldn't call them OP. They do have too much firepower for a scouting unit. In a really strong commander. OKW jaegers have the tank weakness since they don't have a snare. Compared with pathfinders: superior in combat with upgrade. Pathfinders become equal with 120 muni. Vetted jaegers can have up to 0.47 target size, and start with 0.8, whereas pathfinder start with 1 TS and can only have up to 0.71 TS at vet3.
Jaegers also cost more pop and come later. So all in all, I'd say they are OKish. On the stronger side of the spectrum, but nothing OP broken.
Overwatch: It is a strong ability, but then again, nothing exclusive to the OKW. With the exception of USF which doesn't have strong abilities aside from the airborne planes, other factions do have "hide or die" abilities like the AT overwatch, which is probably, currently, the only real way Soviets can destroy the super heavies like KT, ele, jagd.
So, whilst it did sound like an "OKW OP" rant, and maybe it was; I couldn't really find a major fault in it. Aside from the expressions.
In OKW I only consider the KT to be OP. Mostly because of spearhead and abilities it gets with certain commanders. Rest is counterable. I do consider OKW to be the easiest faction to play, with the least risk. Doesn't make them any stronger or weaker. Just how it was designed, which is IMHO, good. Don't think that OKW being easy to play is up for discussion. The biggest difficulty playing OKW is choosing a build order/tech