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They are all good points and valid but unfortunately there is no other way for a decent player to go USF. OKW/OST mainlines just shred riflemen. So the USF player must and will go with the doctrine most efficient to him.
Path spam is only dangerous against early game OST. OKW, with their access to sniper JLI fuck them amazingly. Not to mention the kubel play (which apparently you cannot do -no offense- since kubel is paper armor but amazing bleeder). Yeah early game OST has problems, since he invested in an MG to hold ground/make push and at best 1 engie 1 gren until the first 3 paths pop up.
What I usually do against this is go for early sniper (OST have) after 2nd gren and play them toe to toe whilst bleeding them. Sniper vets very fast so after vet1 I spam the incediary ammunition which not only drops a model but stuns the whole squad. 1 MG pushing, 2 grens in green cover, 1 engie spotting and 1 vet1 sniper usually can make the play. After that bring PAK to counter early LV stunts and just tech up after that. Don't go for P4, too weak against zook blob. Go for panther/tiger.
But again I love snipers that's why I incorporate them so much in my games. The same can be done with any decent bleeder like 251 (which again, you must be careful to not get too close). Do remember that Paths have no snares. Hell, even FlameHalftrack could work now that I think about it.