The biggest problem with OKW remains that it is a micro-less blobbing faction.
To play at an intermediate level, all other factions require micro, tactical positioning, and anticipation of an opponent's moves (ie., moving MGs, keeping grens in cover at range, flanking with conscripts/rifles). The Kugel + the high resiliency of vet OKW troops means that all you have to do is survive to win, but with the "noob friendly MG" that is the Kugel a finger on the reverse button is all that's needed to have an extremely powerful early game as well. To counter the Kugel, 5-man squads and a free assault unit, an Allied player has to do twice the micro and be acting twice as quick as the OKW player. It's imbalance at the micro-level. I don't think anyone's done it but I'm pretty sure if you analyzed the CPM of the last tourney, you would see that Allied players generally have much higher CPM, not because they are faster, but because OKW players just don't have to do as much.
In my opinion, the early game is still the big problem, because all the other stuff everyone complains about (Panthers, Luchs, Obers) are not nearly as powerful if you take away the incredibly strong OKW early game. Imbalance snowballs as the game progresses, and I put it to you that the early game is the problem, not the late-game units.
The best way to enjoy COH2 now is to play Ostheer 3v3 or 4v4 and experiment with the most absurd build orders you can. Grens are at least weak, so you have a bit of a challenge early game till your LMGs pop.
Some of my favorites:
1) 4 pios - ammo cache - 3 scout cars - whatever you want after. If vehicles, get shreks, if not, 6-8 flame pios eventually.
2) Gren/MG/Gren 6-7 Mortar Hts - Tiger, especially on that stupid 3v3+ map with the city on one side and forest on the other. Sorry, can't be arsed to know the name. This is actually really hard to beat on that map. Put all your mortar HTs on one hotkey, just pull them back and pop some water vapor when something scary happens. Cycle through to find the one not on incendiary barrage cool down.
3) Infinite Gren to Tiger.
4) Vet MG spam (Elite Troops, dawg. It's amazing how many people don't see the sparkly tracers.)
5) 3-4 Snipers - T2.
You can't have as much fun screwing around with OKW, though I find Sturmtiger rushing to be mildly entertaining at times. Puma spam is also pretty legit.
A small buff across the board to turning speed could make pathing less frustrating as well as increase the skill level somewhat - fast reaction times will be more rewarded. But there is obviously a fine line, and incremental changes are best - you don't want SU85s turning so fast flanks aren't possible. A buff so big it makes a really obvious improvement in pathfinding is probably going to be too big. Obstacle detection and other methods of improving pathfinding should be looked at first.
Particularly I don't see any reason pathfinding couldn't be improved so vehicles start to turn a meter or so before the obstacle rather than right when they're on top of it, where they often get hung up. But this is also a game design issue - maybe Relic thinks the status quo rewards players who do more waypoints and so it's helpful for raising the skill cap.