You're describing an ideal situation. I keep my raketens back but the problem I raised of them needing 2 shotsstill remains.
You didn't offer an answer about the question of having to spend MP on an AT unit early game when you need infantry very badly. Imagine your third unit had to be a Zis.
Please post a replay of you doing this to other players of your level. Though I feel like you're mostly making it up and actually haven't done it much yourself.
So what if you have to spend mp on a unit to counter another? thats kind of how RTS's go. Thats like whining about loosing to Roaches in SCII when all you did was spam marines.
Here is the scope of which you are missing:
Soviet player spends resources on tech structure with little scaling (notice how snipers are literally the only unit out of this structure that has meaningful impact passed the 12 minute mark) and then buys a taxi for early wipes that cost fuel as well as manpower. Just like a kubel, an M3 is an early investment and if it does not manage to do anything meaning full they have literally been a waste. Kubels are esssentially dead after the 6 minute mark when other counters are about the map. Its the same principle, an M3 helps gain an early advantage that
has to do work, other wise all it did was put the Soviet player behind.
With that in mind, Why is it such a huge deal to build a well scaling AT gun in the begining? its not like it will be utterly useless after the M3 dies unlike the M3 and the Kubel.
Of course you need infantry, but after the Kubel is delt with the game will be pretty even and even gain you a lead because the fuel put into the M3 will make it harder for them to counter an early Flack halftrack or luchs (I mean, its not like Soviets have Panzershrecks to push away armor)