Here here! Especially the buff to moving accuracy. The Panther needs a defined roll that differentiates itself from StuGs (turretless TD with good Penetration). IMO it should be a mobile tankhunter that can utilize its speed and turret in a way that StuG's can't - otherwise you're almost always better off going multiple StuG's and compensating by protecting your flanks with Shreks and/or Mines.
I'd also suggest something fun like giving it Combat Blitz (the OKW version that gives you improved accuracy) at Vet 0 and then giving it some other minor Vet 1 bonus in its place - maybe shifting some of its improved health/armor from Vet 2 to Vet 1 so you get it sooner?
Way I see it is you either need to buff Panther or somehow buff the T4 Teching price to make the live version of the Panther worth the cost of going for.
The pintle MG on the Ost Panther does need a buff.
I got bored with playing USF or UKF and played mostly OKW and Ost this last week. The OKW Panther seems okay, but shouldn't cost more than a Comet (probably a little less). The Ost Panther was completely underwhelming. It doesn't do anything that a Stug G can't do, and costs twice as much fuel. There is nothing more annoying than diving in after a badly damaged tank and having multiple misses in a row, followed by having to retreat it (without killing the wounded tank)and take an eon to get back into battle while engineers repair it. If you spend the resources to tech T4 and get a Panther, it ought to be good for something that T3 doesn't do.
PS - current Tiger seems underwhelming also, like a really expensive damage sponge.