While the USF does lack a heavy tank (sherman 105 Kappa) we can ofc help its pathfinding by allowing their tanks to crush other medium armor carcasses. Often times the Sherman and Jackson will get stuck on dead tanks of their own size causing the pathfinding to go nuts which causes the tanks to get stuck and rotate on the spot.
USF lacking this heavy tank makes keeping your armor alive and mobile is the most important part of the faction. The lack of mobility from the missing crush is devastating for that faction and adds extra micro that shouldn't be required.
The jackson only has 10 more range than the panther and by the time u get one shot off you have to pull it back or it blows up. The jackson (while packing a punch) is a pretty alright unit, it misses a lot and oftentimes gets steamrolled by large shrekblobs that kill it in 3 hits.
Even a well micro'd jackson requires to much work for it to be as cost effective as a panther.
Adjust kubal to allow for a more reliable USF counter, possibly increase set up time or adjust its speed, even changing its role to more of a support weopon would work.
Decrease cost of wc-51 truck fuel price to also allow for more viable opening strats for USF in 2v2's and up.
Increase the cloak time and decrease detection radios on the jagpnzr 4, the unit currently cloaks rather quickly making it countering the unit rather difficult even with flanking. Another option could be to decrease its movement speed
Adjust su-85 for the late game now that t4 operates as late game unit production. Possibly increase its rotation, increase performance, or give it stealth like the jagpnzr 4. Currently the jagpnzr 4 will out preform the 85 by a 2:1 ratio.
decrease range of OKW flack HQ gun by 5~% to make it less of a lock down on certain VP areas. If this make the building to easy to counter keep the range but decrease the health a little to make it less of a lock down of a point.
Increasing the Sherman health or armor with a would be nice. USF lack heavy armor by design but the over saturation of AT options available to axis late game (when it comes out), makes it a very lack luster tank medium tank. If this option doesn't work make cost adjustments to accommodate for the lack of larger health pool.
Slight Assault engineer HP increase would be welcome, models often get sniped at random due to crits but the unit is very fragile and can often times get wiped without being able to hit the "T" key for retreat.
Lastly make KT fall under the Heavy Armor limit to allow for an across the board limit.
Again these are all recommendations based on my views of the game and don't have to be taken word for word. Flexibility in ones opinions is always key to a balanced game