Higher damage vs tanks = faster veterancy gain.
Medium tanks have about 70-90 rear armour, so a value of 75 near is pretty good.
I didn't try a lot the stuart in the mod but a value of 75 near isn't going to cut it with the nerf on the stun shot.
Before going further: I'm not against the nerf. But the immobilization was the way to go near and then leave safely the area. Without that, you can't go sneaky behind a panther with a reasonable % of chance to come back alive.
Now that the stun only disable the main gun and vision, tanks will be able to follow you until the stun delay fade away and take your stuart down.
I mean, Stuart stun ability is kind of lame early game, but vs bigger cats, using it requires skill and need to be rewarded when well executed.
Imo, there are 4 options to overcome this issue.
1- put back the stun shot as it was BUT lock it behind vet1. So stuarts aren't that powerful vs 222s and Pumas when they it the field. = Reward good play and preservation.
2a- Increase the Stun shot range. Stuart can now use its ability more safely
2b- Increase the Stun shot range at vet1 if 2a is too powerful when the stuart hit the field
3a- Increase the Stun shot ability duration, so the stuart has more chances to come back alive
3b- Increase the Stun shot ability duration at vet1 if 3a is too powerful when the stuart hit the field
4- Increase Stuart lifepool at vet1 or vet2, so it can take one more hit.
With the Stuart, reaching vet1 is the more complicated because it is at vet1 that you gain full vision, once vet1, if you don't do anything silly your usually reach vet2 easily.