OKW
Teching & Faction changes
Although the early power of the faction has been toned down I really do not see they mid power going up. The "earlier" access to obers will have little impact without an LMG and its debated able even if it going to earlier since it will depend on the placing of the T4 building and on leaving it without defence.
Starting resources
OKW economy changes:
-40 manpower
+5 fuel
If they use trucks +60 manpower
If they use 4 VG -40 manpower
Total +5 fuel -20 manpower.
Instead of these changes I would suggest the simpler solution of reducing 20 manpower and increasing the built time of VGs, since there will be a smaller impact.
Schwerer Panzer Headquarters
The changes although in a good direction they will make aggressive use of the truck even less attractive since it will be undefended. One could try the following reduce the time of the deployment of the truck so that the total time of a factional T4 truck remain the same.
In addition allow the AA gun to fire on targets manually, make the AA mode a toggle more with a CD for changing mods.
Revert the chagne of Hetzer and Ostwind to call-in unit but keep the tech requirement so that the units are available even if T4 is lost, to make the doctrines more appealing.
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) as 2 out 3 ability used in the doc just got nerfed