I will have to state this again:
The buff to Pioneers and the changes to Assault Grens still don't make any sense. There is absolutely no reason to go for an Assault Gren squad over a second Pioneer squad, unless you know your opponent recently suffered a stroke, is partially immobilised, and thus incapable of dodging a rather easy to dodge grenade assault.
The combination of Pioneer buff and Assault Gren nerf (loosing their squad leader's body armour is actually the most important detail here) makes the performance of two Pioneer units together close enough to a single Assault Gren squad, while significantly boosting the survivability of your attacking units that outside of those grenades, Pioneers will provide significantly better pay-off in the short and in the long run.
There was the chance that Assault Grens could actually become somewhat adequate assault units early on (when healing is still quite limited) by receiving the same self-healing medkits Grens got in the WBP, but that was shut down by replacing the medkit with a buff to their sprint recharge...
Since Pioneers and Assault Grens perform too similar in the same role, I suggest that the DPS buff on Pioneers will be reverted (that was stupid to begin with) and Assault Grens receive their medkits back. On top of that, their received accuracy should be reworked: Right now they start out with the same RA as Pioneers (1), which is pants-on-head retarded for an assault unit that has to operate at distances where cover is ignored - this would have to be done in two steps to prevent their vet2 RA buff from becoming more powerful than it currently is (their final RA should stay the same), so their starting RA should be somewhat similar to normal Grens and their vet2 RA buff would have to be nerfed in order for them to end up at the same 0.71 RA at vet2.
Finally, for Assault Grens to offer something refreshing to the Ostheer and to solidify their role as assault units, their sprint should be replaced by a smoke grenade (due to their early arrival, that smoke grenade should be smaller and less lasting than the usual smoke grenades). Sprinting already didn't do anything for Assault Grens (among other reasons, it doesn't prevent them from taking damage, and it doesn't allow them to work as flanking units against MGs because they still get suppressed), and considering their poor performance this indirect buff to their capabilities would still be somewhat skill-limited and micro intensive enough to prevent them from becoming a no-brainer choice.
Pioneers on the other hand would fall back to their current role as combat support units in the best case - they still retain their longer than normal visual range to allow them to spot for MGs and StuGs, which is what they were meant to do. They are not Sturmpioneers, pushing them into the same direction by buffing their direct combat capability makes them way too useful for their current manpower cost compared to the Soviet Combat Engineers (and increasing that cost to reflect that is an even worse option).