I said that RE's would lose volley fire in order for the BAR's to provide it. Volley fire is kind of crap with the horrid received accuracy debuff RE's receive while using it. As for your other points, you must realize that all this would cost a decent amount of munitions, thus making it difficult to spam without investment into muni chaches. The BAR ability would be meant as a stopgap if you don't have the .50 unlocked and the WP 'zook round will help if you don't have indirect. As for replacing grenades, I doubt it since you have to sit in WP for it to do damage. It's more of a building/cover denial similar to Soviet Molotovs
The 'zook stun is kind of unnecessary because rifleman smoke grenades can stun vehicles.
Again, this is all just my opinion, but BAR's were nerfed in the first place because when USF came out because they had tremendous firepower (they use the assault rifle rather than the lmg profile) that would overpower just about everything. I hope to steer away from that and let them provide more utility.
I don't think RETs should lose Volley Fire, especially if the result is mini-HMGs for both Riflemen and RETs. It also means giving BARs to officers or other units won't grant them this ability, so doing so would seem wasteful for a slot that could be used for, say, LMGs or panzerschreck. Plus, this means you never need to upgrade 2x of each weapon since it's really about unlocking abilities than increased firepower, which means "doubling up" on each weapon is entirely redundant.
I think, like the above guy said, making Volley Fire a timed ability that allows the unit to move might make it more effective and not require being locked behind an upgrade.
I'm sort of against the idea of weapon pickups giving new abilities, since units that pick up dropped weapons don't gain those abilities. Which is also one of the fundamental problems with Weapon Rack upgrades. IMO weapon upgrades should just be a matter of firepower, and upgrades that unlock abilities should be done through the classic unit upgrade scheme (which remains superior and more flexible than weapon racks).
I'm also sort of against the idea that USF infantry needs to muni spam, especially when the design you have requires them to unlock suppressive fire for T0 whereas HMGs provide it without further investment.
Making these weapons stopgap measures mean they become obsolete once you reach the other tiers- weapon upgrades would first and foremost be weapon upgrades, not inferior replacements for later units.
I also didn't know that rifle smoke grenade "stuns" enemy vehicles, was this a new addition? Tried it recently, and while it does what it does, it also blocks LOS meaning you can't really exploit this advantage.
TLDR: I do think USF needs more utility stuff, but I don't think doing it thorough weapon rack purchases is the way to do it. Plus, the weapon rack as a mechanic presents problems to the ideas, rather than the other way around.