I looked into Strategic Tank Reserve docrine
If i may i would like to point out few things:
1. Slot 3: 4CP – Reconnaissance Overflight - it should be in 1 commander with radio. Both abilities gives a intel options and there is no need for it. I would suggest to pick one of above.
2. Slot 4: 7CP - High Explosive Anti-Tank Shells (HEAT) - as much as i love the ability i don't see it with a new Tiger tank "E". Sounds way way too strong and could also 2 shots any medium tank. It's not so scary for KT becouse it's a really slow heavy tank. Tiger with blitz and HEAT sound way to good.
3. P4J - proposal is great but i would suggest to add tank commander upgrade (but without barrage, only sight and accuracy buff) expect mg and maybe diffrent form of vet1 ability.
I would also suggest:
1. add a infantry ability - buff panzergrens and piosquad kinda like in german infantry. Pgrens gain abilities to better fight around tanks and pio squad can repair faster etc.
2. Hull down - this ability needs a serious change. Currently it underperform and it's just not atractive. Making it a "buttom option" expect a buildable by infantry defense would help.
Generally speaking really like the idea of radio, p4j, and finally, long waited TigerAce ravamp. But two other abilities could be used diffrently. Not sure if my hothead ideas are correct though.