I used the Panzer Grenadiers as a base for when I was adding stats, then I morphed it so that it would fit with the whole KCH concept. It grinds infantry up close, and has good vet levels. Once one model dies, it loses a lot more DPS than any other squad, so it needs to be managed properly in order for it to be used effectively. I tried not to copy & paste too much by not using stats from the coh1 version, but instead by trial and error. The fewer roles are to make it a more specialized unit, while giving it a clear, and obvious counter.
Question remains is "why use KCH at all?". Panzergrenadiers might not have the same AI firepower but they can use panzerschrecks (whereas KCHs don't have any AT weapons, at least Fallschirmjaegers have Panzerfaust). If anything, KCH having faust is most logical given their high cost, small squad size, inability to pick up weapons and the risk-reward of a sturdy AI unit running to up tanks for a potential critical. Without it though you shoehorn them into the Ostheer equivalent of Obersoldaten- useful if you ever float on manpower.
You've clearly done your homework on the stats, but what about the concept and purpose of the unit? High cost and even higher CP to unlock makes them a very premium unit that by the time they are out, at the same time render all AI squads obsolete yet pointless because the enemy likely has vehicles out ready for a 420 manpower squadwipe.
For perspective, all 3-man squads in CoH2 share 2-3 characteristics:
-not very useful as combat troops, and focus on utility or support roles
-early CP unlock
-because of the two above, they are usually cheap
Perhaps what KCH needs to be is a more support-oriented unit? Or even a sort of upgrade similar to British infantry section's upgrades, whereas rather than discrete unit, it's a powerful modifier that requires you to upgrade individual existing units?
As for the rest of the commander abilities (which seem peripheral to the KCH concept given the relative lack of details), Propaganda War is too similar to Fear Prop Artillery. Perhaps modify it by, for example, making it similar to Assault Artillery where you can only target enemy sectors but instead of conventional shells with smoke, it's a large number of insta-suppression shells that don't cause retreat, but still offer great assistance to an attacking force. For balance (particualry against UKF), this includes all units, not merely infantry; vehicles and emplacements/ garrisoned units are "stunned", allowing your forces to approach to attack directly or flank.
Some other ideas worth thinking with a "Terror" theme I'm spitballing:
-Stuka incendiary bombs from Luftwaffe Supply Doctrine; would be similar to COH1's Firestorm barrage
-Incendiary modes for units like panzerwerfer/ mortars (taken from the defunct Urban Support Doctrine)
-incendiary grenades from OKW
-incendiary mines
-Zeal from CoH1's Terror Doctrine- at least for a CH unit, where their small unit size makes them hardier when they do lose units, that would surely make up for inability to pick up weapons or zero AT