I'd just say both abilities have their costs out of wack at this point.
Using the pqumsieh model of resources' relative value (1 Munition = 2 Manpower, 1 Fuel = 2 Munitions), and assuming Wehrmacht will be taking only Grenadier losses that have to be reinforced while Soviet Union will be taking only Conscript losses that have to be reinforced...
's costs: 120 Munitions = 240 Manpower, 12 dead Conscripts reinforced at 20 Manpower a head = 240 Manpower, add both figures together for a theoretical equivalent of 480 Manpower.
's returns: 2 Conscript squads which are 240 Manpower each for a total of 480 Manpower's worth of units gained from the ability.
's costs: 90 Munitions = 180 Manpower, 15 dead Grenadiers reinforced at 30 Manpower a head = 450 Manpower, add both figures together for theoretical equivalent of 630 Manpower.
's returns: 3 Osttruppen squads which are 200 Manpower each for a total of 600 Manpower's worth of units gained from the ability.
Therefore, Rapid Conscription is probably going to give you the exact same amount of Manpower that you put into it as you get out of it while Relief Infantry will also probably cost you 30 Manpower for the privilege.
Naturally, it's a bit more complex than 12 dead individual Conscripts and 15 dead individual Grenadiers, but since
- It's really kind of dangerous to be risking the individuals of cheaper-to-reinforce weapon teams
- Getting more expensive infantry to get popped like Penal Troops or Panzergrenadiers increases the relative cost of making use of these abilities
- Its use means pushing yourself to risk squad wipes and one squad wipe basically means you're overpaying
- The now-lower duration doesn't give you as much breathing space if the enemy declines to fight you to prevent fueling the ability...
I feel like it is fair to state the ability doesn't give its user a lot of value from it aside from very indirect benefits like how it might make the enemy avoid fighting you for a minute, lets you turn Munitions into Manpower in an oblique way (though this also requires you spent more Manpower to do this too...), and maybe the fact it'll give you units without a required build time. Problems with getting vet 0 squads long after every other mainline infantry unit should have some veterancy aside, I think a cost reduction for both abilities is at least a necessary start for them.