Seeing as you removed the MG34 from the OKW's HQ I see no reason to remove the requirement which I would have suggested, it's for testing purposes, I wanted to see if it would be truly as OP as people claim it would be if it was in the live game, so far I have no such luck of being OP with a Tier 0 MG in my mod.
The other suggestion I wanted to make was that of replacing the mortar pit with a mobile mortar squad while transforming the pit itself into a garrisonable emplacement, something which Svanh and Planet Smasher already did, I used their work to base off my own mod and for now it's working out great if I'm honest.
Axis no longer have a cause to whine about long range OP mortars that gain vet in like, half a minute, Brits have a mobile mortar and they are still unique, everybody is happy and satisfied.
Cheers.
I removed all T0 MGs to allow an infantry focus game for at least minute or two. Personally I do not like T0 weapon teams. The kubal and bren are fine seeing the will die in the first sign of AT.
It is possible to make the trench into a mortar pit but I did not want the two overlap. So adopting the short range mortar allows enough difference between the two. Though the short range mortar may need a price reduction because 260 is quite alot. Perhaps 220 or even 200 since they do have less range.