1. Conscripts already get around 10% lower RA at veterancy 1, that was a change from some time ago.
2. Mobilized Reserves is really strong and doesn't need any more buffs IMO. The cover bonus + cheaper reinforcement + 7th men is three improvements to efficiency, making it very hard to trade efficiently with a Conscript player in the lategame.
3. The time till impact of Molotovs is the same as the incendiary grenade with long animation time vs nade timer trade-off. Problem is that the Conscript model has to expose itself for longer, which is especially crucial against MG's. Volks can just chuck their nade and immediately move back to cover. At veterancy 2, the Molotov has much faster impact than the incendiary nade.
1) Thanks, didn't realize. Is there some place that has updated veterancy guide? Cons still seem really squishy at Vet 1, especially when they end up going against a Gren that now has a LMG. It's much easier to notice the change from Vet 2 to Vet 3.
2) I do really like them late game now. The problem is just getting there. I now sometimes skip making anything in T3 in 4v4's due to the efficiency game (especially if a T70 would be late or nothing for the lackluster SU76 to counter).
3) It might just be the exposure time that you pointed out that makes the Molotov's so frustrating. That exposure time sometimes seems to make the difference between throwing the Molotov and getting pinned.