Pleased to see you spend your time on writing serious guide from what little i typed.
Just some more-depth, but, probably, most important details:
1)As this strategy very-mp heavy early on, fast ambulance is crucial (untill you have ally with medics) as healing drastically reduces models loses and thus mp drain. If your first engagement went not so-good, you were forced to retreat (and with this particular build retreating half-wounded rifles with all models alive, which common in fighting against kubels, mgs and from buildings is really what you want to do), you need that medics form ambulance more then everything. Never reinforce retreated units until you already have 4 rifles - better call fresh vetted ones and wait with wounded in base. Then, if you really need fast ambulance (2+ units need healing badly), build it BEFORE lieutenant. Then, as soon as you got ambulance, if you don't have enough mp (you still need that lieutenant straight after, remember?) to fully replenish wounded units, just bring them close to the front with ambulance along, and when you will be there, you should accomulate around 100 mp to complete their healing and reinforcement without sacraficing liutenant timing.
2)As soon as you unlock t1, it is crucial moment to decide what to do next. If your team is winning, and/or mgs and kubels huge pain in your rifles arses, and enemies don't have mechanized truck for pumas, aa-halftrack would be amazing choice as its huge damage gives you a lot of cp. Just decide where you want to push (enemy fuel in Lienne Forest is good target to make entire enemy team to react, thus giving almost whole map to you allies if you manage to keep enemy busy long enought), bring all rifles to the meeting point, wait till aa arrival (it is crucial - do not attack without aa, you do not have luxury of fighting without your whole force, and you will need it, because, most likely it is going to be 1v2 or even more), then, using rifles as spotters make you decisive move. You will strike around time when okw players setting up theirs t3 flaks, so, with little luck you can catch them and destroy before they would be completed. Another good move is to attack their most exposed medic forward hq, as aa-halftracks does a lot of damage to it and suppresses everything around in no time, allowing you rifles shot crawling volks and sturms in their stupid faces, even if they desperately trying to reinforce.
3)As soon as you got enough ammunition for 3+ bars and retreating troops on the way to pick them up, unlock bars, and give to units with most vet. This have lower priority then rushed aa-halftrack, and if your units are busy on the field, it is better to wait and build caches instead.
4)You should always have your rifle-blob strong. Never lose units, but if some wicked rng or op obers wiped rifles squad, conciser calling another one immediately. Few exceptions consist of rushed aa-halftrack, as timing is crucial, or another e8, as tank is always preferable.
Thats pretty much it, everything else comes from better usage of rifles and game understanding.
Some personal remarks: games are different, and i don't know exact details, but you shouldn't float more than 300+ mp EVER before coming closer to cp requirements of e8s. Build caches, build caches everywhere, even in contested sectors, caches give your cp, destroyed caches give you even more cp, personally i never remembered to float everything near 1k mp with this build, but, on the other hand, i play very aggressively and my teammates rarely have spare mp on caches, so i have a lot of space in this department. As Rifle doc is very-ammo heavy later on (tons of bars, dozens of shermans to upgun), it could be wise idea to make second and third caches ammo ones.
Thats how game looked with this build when kubels were balanced:
7 shermans. heh. Good times.