Brit early game walked all over OKW early game for a few reasons; OKW lacks any reliable building counter early on so Vickers rape face. Kubel can easily be countered by BREN fun times, and IS's received accuracy make hitting them with Volks interesting.
Typical OKW early game in the Alpha revolved around fast teching to T1 (because going T2 was pointless with 75mm Scout Car arriving like 10 seconds after Flak HT did) and then ISG to get rid of mortar pits. Also lots and lots of Sturms followed up by call in infantry like JLI and Fuss.
Just a gentle reminder that later into the game were duel LMG's hit the field and light vehicle the Brits start having a much easier time versus the sniper. Relic made it pretty clear during the Alpha they wanted to give more counters to snipers, rather than just nerfing them and making them harder to use.
Also the Brit sniper has a slow ROF because it's an Anti-Vehicle unit, not a Anti-Infantry unit.
Yeah currently OKW meta revolves around using JPIV's and PIV's, not Super Heavies. There really isn't any incentive to get something bigger than a Panther because of the massive gap you will have in armor. JT is only really needed if you get stuck with double OKW in a random.
If you adjust the tech for their fuel disability it make sense in the context of the other factions. They get 1st tier for free like Soviets and Ostheer, and their second tier either costs 60 fuel or 124 (close to 130) like USF.
Also yeah OKW can't afford to lose tanks and still stay in the game and conversion hurts you more than it helps you 80% of the time.
This is how the entire campaign (even on the hardest difficulty) felt for me, the first mission were the enemy reloaded a Sturmtiger right were I could decrew it on the frontlines really set the tone for the rest of the campaign.
If anything I would say making the G43 upgrade more attractive along with a cost increase as well as a across the board reduction in reinforce costs at vet 3 for all factions basic infantry as a reward for keeping squads around.