The Fortified upgrade... yeah, even if it makes them immune to rifle fire... you can't really expect the enemy to just sit around and shoot at your emplacement all day, they'll be losing in for a grenade toss or something for sure so it's pretty useless to me. A buff to what it does, a nerf to it's price at the very least or a replacement of it by my suggested Tank Traps for the Sappers is a bit better if you ask me.
Indeed, out of all the ideas for a commander themed around advanced fortifications, the lack of tank traps seems odd. They can easily just add it into Defensive Operations and limit it to Sappers. But I suppose the thinking was that a faction with the best emplacements and tank traps would be overpowered. Understandable from that standpoint, though I would think some adjustments like taking longer time to construct them (plus the ability for all sides to simply target tank traps to destroy them) would alleviate that concern.
Hell, even just improving barbed wire to the likes of OKW's barricade would be a suitable touch.
Ultimately this upgrade is pretty much useless since it buffs what the emplacement doesn't need an improvement on: unupgraded emplacements take forever for small arms to whittle down, and any smart enemy will use things like grenades, panzerschrecks or tanks to take them out...which the upgrade doesn't do anything against. Kind of like giving your everyday soldier pistols alongside their rifles and call it a solution.
I said that it repaired during combat in the OP, I guess you didn't understand or read that part or something. But yeah, like I said it just feels like a 450 man power repair station at the moment. Repair Assembly sounds a bit better, since when I first heard "Advanced Assembly" I also thought medics would pop out as well so it can truly become a forward base of sorts, I mean, yeah, you got the medic and flare upgrade on the infantry sections but what if you decide to go all out Sappers or something? A Medic hanging around by the forward base will always be handy, especially for the price you're paying right now, add 10 more man power and I can get a 4 man (5 if upgraded) Sapper squad to basically do the same job, it costing munitions would of been a bit better if you ask me.
To be more accurate, 250 manpower+ 75 munitions repair station, though in many a case you would want the additional 200 manpower for forward retreat anyways.
Medics would prove redundant given the non-doctrinal upgrade, if anything Sappers should have it as well, or at least make the damn aura bigger.
If UKF went back to drawing board though I'd agree that forward assembly just deploy medics via upgrade, or even do the CoH1 method, where the heal ability is done by the building rather than unit.
I know what counter-barrage means and does, and yes, I cannot see it's range but as I already stated, it's basically useless on anything bigger than 2v2 maps, which makes it basically useless, and if it does have a cool-down what's the problem for it not having a range limit? Just make sure your arty peices fire and move, at least this is a nice counter to the pesky German arty peices that make minse meat out of British emplacements and of course, it's a risk reward system, you can bait me to active it on my base and then just pop out a Panther and attack me while I'll not be able to counter you since my base is on cooldown, which is a valid tactic if you ask me, doesn't make it OP or anything. Or yeah, what you suggested, units just build twice as long.
Cool down for toggling, not cooldown for firing. Obviously there to prevent quickly swapping between building stuff and shooting, but the tidbit was for general FYI.
To alleviate the range limit is simple: either the player can target a specific area so rather than a gigantic short range aura, you merely pinpoint the general location it overwatches. Being a single howitzer with slow firing rate it's not going to saturate anything unless it stops moving. If it's artillery then it's a true counter; if it's anything else it's a deterrent/ area denial of sorts.