interesting.. relic should just go balls out and drastically change that abomination so called faction. imo.
The 200% income from truck points that were locked down was removed from a reason, it didn't work on every map and people would be livid if you could lock down a fuel from capture with a Schwer.
If I was to radically redesign OKW I would give all OKW squads a 5th man and adjust pricing accordingly. Remove the LMG 34 and give Obers StG 44's and a optional LMG upgrade for 90 muni. Sturms get a Foaust when you set down your first HQ, Volks have an optional AI upgrade of 3 StG 44's + cold protection for 90 muni if you don't want a shrek.
BG HQ has an AT gun you can make at it that's different from the Ost Pak 40, IR HT is moved to mechanized, ISG is either buffed or just removed from the game. All vehicles across the board get a 33% reduction in fuel cost but a 50% increase in MP cost, so the Panther is 735 MP but only 115 fuel, JP IV is 600 MP but only 85 fuel. That way as you take up pop cap your ability to make vehicles is drastically reduced due to lower MP income, this allows you to actually get tanks out the dor but it's actually hard to replace them.
Flak HT set up time is removed, it just needs to stop to fire. It has an optional lock down at 3 like the USF AA HT that extends it's range and makes it more effective against air craft, it would take several seconds to break the lock down and you couldn't use smoke while locked down either.
Puma is given an optional armor upgrade that increase health and armor, said upgrade removes the ability to use smoke and slows the Puma down.
Stuka Zu Fuss gets incendiary barrage at vet 3 instead of 4. It's reload time is reduced but it fires in a circle like it does with the incendiary barrage instead of a line. This way it's better against blobs and denying territory while still being an effective building counter, but a smart player will almost always be able to move out of the way of the barrage instead of having no win scenarios were your caught in an alley way/retreat path.
Once 2 HT are converted you can build static howitzers, but they have to be in a sector that you have converted an HT on but if the HQ dies the howitzer remains operational. So no building artillery in your own base that's proof from enemy fire. There are 3 tiers of howitzer each tied to a building:
In the BQ HQ sector you can create a LefH 105mm Howitzer, unit would cost 600 MP with a vet 3 ability that allows it to fire incendiary shells:
In the Mechanized HQ sector you can make a sFH 18 149mm Howitzer, unit would cost 700 MP with a vet 3 ability that allows it to fire directly at an enemy tank in LoS:
In the Schwer HQ sector you can make a 21 cm Nebelwerfer 42, unit would cost 500 MP and be capable of firing smoke barrages when you reach vet 1:
Sturmtiger give the ability to track again, and you can pay munitions to make it reload faster. PzII can enter scouting mode similar to the t70 allowing it to sight for itself at the cost of reduced speed and ROF. Panther's improved armor/health at vet 2 is removed, you can instead chose to upgrade it's armor for a set amount of munitions.
KT is special, it's fuel cost/mp cost remains the same but for every KT that hit's the field your fuel income is reduced by 33%. It's vet 1 blitz ability is removed and instead replaced with a vet 1 ability that drastically increases your ROF but comes with a long cool down and heavy munition cost.
Commander changes:
Fort remains mostly the same except the Pak43 has to be in an HQ sector (but will remain operational if the HQ is destroyed) and it takes the place of any artillery you could have built in that sector.
Luftwaffe has some major changes, instead of being a regular infantry doctrine this one focus's on using Germany's advanced air force. Fallsch no longer just pop out of buildings, they are para dropped in by plane. The final ability of this doctrine (12 CP) is a bomb strike call in were a Arado Ar 234 drops several bombs in a line, the plane cannot be shot down and the ability can be called in on an area with out vision Cost: 250 munitions. Replacing the MG34 is a early strafe similar to the close air support one. The advanced fortifications ability is replaced with a recon over flight. Valiant Assault is kept the same.
Spec Ops remains mostly the same, IR StG 44's take the place of the Ober LMG upgrade, Panther has armor/health upgrade like the regular ones does. Radio silence is removed and replaced with radio intercept but costs munitions and only lasts for a limited time.
Salvage is reworked. Ostwind call in is moved to 7 CP's and has the same MP increase and fuel reduction as the rest of the faction. Advanced Salvage now gives you the ability to either salvage for more fuel, MP, or munitions. Advanced Salvage is only capable of being preformed by Sturmpioneers. The 105 howitzer artillery call in is replaced with a on map buildable 35.5 cm Haubitze M1 Artillery piece that making disallows you for constructing any more howitzers that game. It could be only built in your Mechanized HQ center at 12 CP and it takes munitions to reload after each barrage. JLI remain the same.
Elite armored is entirely redone. At 2 CP it gets a Pgren in HT call in. At 4 CP your Sturms gain the ability to repair engine damage quickly for munitions similar to the USF crew ability. At 6 CP your tanks can detect enemy tanks at a distance out of LoS, the crew will note to you what weight class the tank is (light, medium, heavy) but not the specific type. At 10 CP for 210 fuel and 900 MP you can call in two PIV Ausf J tank aces (as in they are both vet 5), you fuel and MP income is reduced similar to the Tiger Ace call in.
Breakthrough remains mostly the same, the quick decap ability is moved to 2 CP and increases the speed of your infantry as well. Jadgtiger reduces your fuel income by 33% like a KT does, but other wise remains the same price as it did before. Breakthrough Officer is removed and replaced with a Artillery officer similar in form to the Ostheer one.
Well, that's my suggestion.