If Heavy Gammon Bomb is going to be made into a homing satchel charge then it should be like the others and do engine damage or stun, otherwise it's still worthless.
If you're worried about smoke and Gammons though, my solution would be that Pyrotechnic Sections can no longer use them. You'd have to bring three Infantry Sections at least to demolish anything and that alone would be too much investment.
Heavy damage in enough to deterred vehicles in bulling infatry, there is not need for snare. 1 shot snare where removed from other infantry for good reason too and there is little reason for IS to have 1 shot snares.
With the new changes to Smoke for UKF troops the heavy gammon bomb need to be looked at, since the IS will be able to frontally attack strong points smoke them and blow them up with heavy gammon bombs. That would include bunker, AA emplacement and T4 OKW truck.
Suggestion:
1) Redesign HGB as a homing AT weapon. Remove stun (and engine damage from this type of weapons).
Now this weapons will make sure these unit are not bullied by vehicles but on the other hand there will be less 1 shot snares.
2) Replace AT.IS AT grenade with HGB adding bonus range if Hammer is unlock.
Croc seems to be less powerful than other Super heavies maybe reduce CP to 11 or give it discount?
Airlanding Officer
1) Reinforcement cost reduction is good change for CQC maybe it could even lower
2) Sten mid DPS 137% is a step in the wrong direction the brute force of the unit should be reduced not increased. At the very least reduce the close DPS
Medics
Auto Search Healing toggle now roots the squad to the target position.
The chance seem to have made made medic more difficult to use since they will stop healing if the unit moves.
I would suggest they get work similar to Major placing a banner and moving around it to heal
Commando and HQ Glider
Can now be repaired.
HQ Glider
Suggestion:
Allow glider to be dropped in Base sector
Change crew of team weapons to Commandos
Replace the stat of ATG with a copy of USF ATG (although the ATG used had the MK III carriage and the model can not probably be modified)
Maybe change the commando squad with a 4 men squad with rifles bren and not camo as a long range elite infatry to reduce overlap with Commando regiment.
OR simply move the glider to Commando regiment replacing either smoke raid operation or assault that might prove problematic with the new moving accuracy of tommies. One could even add the pack howitzer in HQ glider if it was moved to commandos which was designed for air transportation (not a good idea if it stays in Vanguard).
British M5
CP requirement from 2 to 3
Nice to see that what I suggested in preview is applied
Assault Section
Veterancy 3 weapon accuracy from +40% to +30%.
1) Nice to see that AOE has been toned down, as I have pointed out, but will require testing to see if it ok now.
2) Simply removing vet bonus is also a step in the wrong directions especially for these type of unit that should get good vet bonuses replace with faster turret rotation or +5 sight bonus or longer duration for "Blitzkrieg Tactics"
Puma
Nice to see that my suggestion about the Puma is being tested.
AOE damage from 1/0.25/0.15 to 0.75/0.25/0.15
AOE distance from 0.25/1.5/3 to 0/1/3
Panzer Commander removed from the OKW Tiger
Veterancy 2 scatter bonus removed
1) Nice to see that AOE has been toned down but will require testing to see if it ok now.
2) Removing Commander upgrade from Tiger is a step in the wrong direction since few vehicles benefit from it.
Suggestions:
Replace the ability with a different one or toned down the barrage to be closer
3) Simply removing vet bonus is also a step in the wrong directions especially for these type of unit that should get good vet bonuses replace with faster turret rotation (maybe armor)
4) Since the Command aspect of tiger does really work any chance of making useful or removing it?