If you want a constructive discussion, then please try to not showcase stuff in the way that profits your points omitting anything that doesn't fit.
I can also present stuff in a way that makes it look huge, even with the oh-so bad BAR.
USF Riflemen Garand long range DPS is 1.46
USF Riflemen BAR long range DPS is 4.11
THAT'S A 282% THE DMG!!!!!!
If you compare that with the G43
Grenadier Kar-98k long range DPS is 1.97
Grenadier G43 long range DPS is 1.98
That's only a 0.5% improvement.
So USF gets a 182% improvement for 60 munition, while Ostheer gets two 0.5% improvements for 45 munition? BALANCE PLEASE! Even more WTF, USF CAN GET THAT IMPROVEMENT TWICE!!!!!!!!!!!!!!!!
If you compare such weapons there are many more factors than just the DPS at one single range. LMG is a long range improvement that decreases the closer you get. At 0 range it has close to no improvement. Additionally you cannot use it on the move.

The BAR on the other hand is another kind of upgrade. It's a straight upgrade. It's profile is extremely similar to the Garand one, so there is not one range where it really is a "giant" upgrade, but it just adds like ~4 DPS at every range. Additionally the BAR offers better moving modifiers than the Garand.

So in total I think the BAR is a bit too weak right now, but not much. ~5% or such maybe, if you want to buff it more DPS wise you probably should lower the utility buffs (Firing on the move stuff).
Edit: Probably best would be best to decrease long range damage a bit more, but increase mid damage to emphasize it's a mobility short/mid range upgrade. This would also help to differentiate it more from the M1919A6
I did have a disclaimer -> "I am going to list dps numbers and state how much more effective a unit becomes after buying an upgrade at their intended role(close range, long range ect.) its understood that there are other consequences to upgrades but i'm just looking at how much better your unit will become at what you want them to do"
The BAR as a weapon isn't bad but equiping them on rifles costs too much for too little benefit.
This game will always have infantry balance issues until they can address the ridiculously good or Bad returns that munitions upgrades can give to units. It eliminates the viability of units who can't get munitions upgrades and makes those that can get it so cost efficient they are a no brainer to buy.
Infantry combat is the both the most important part of balance and the hardest thing to get right. When units win cost for cost in 1v1 engagements it is probably the biggest advantage in the game and right now it's not usually down to RNG or micro its down to which units have better stats which is not fair for any faction. This is what needs to be fixed