Indeed, in small map, mortar pit's smoke work well and arguably be the best form of all somke - creeping smoke barrage. But in large map, long range of somke cant make up for the fact that the pit is immobile. A mobile smoke platform is still required.
The range is the only issue, which is why I champion the idea of the garrison bonus being increased barrage range. That being HE barrage and smoke. They don't need to rebuild the lineup, just properly adjust what they have.
I don't agree with that, especially since it's not just "smoke on tommies". It's smoke on pyrotechnic tommies, who would have to call it in from howitzers halfway across the map. In what way is that so much better than mortar smoke? If anything it's worse because it's arrival time would be much longer.
This is on a faction that can get AOE healing on their mainlines, which it also relies on for most of its healing. If you want howy smoke on more than one squad that means less healing
I agree a pit rework is the better idea, but i don't think comparing the base howy idea to rifle smoke is an fair comparison
But even now pyrotechnics Tommies can have 5 models at 0.8 unvetted target size, can have AT or double lmgs, increased LOS, build cover and trenches, further increased LOS when in cover, grenades, gammon bombs..... They already do enough without adding a conplicated* smoke option to then as well.
Tommy healing needs toned down to make Pyro more attractive, not making Pyro more powerful. I mean regardless of alternative options 30mu game lone aoe healing on the move is going to be stupid strong. Compare to quite literally any other healing in the game and it stands out as the strongest... That's why it's chosen all the time.
*I say complex because the base howis (while better than previously) are slightly unresponsive. If you could preface the howitzers it might work, but trying to make ample use of them could have them delayed when you need it most.