The 221 is not supposed to be a cache.
You phase it out of combat, after it has helped you further dominate the early game, then it can still be useful boosting your resources.
PakHowi exit the field the moment Stuka/Pzwerfer hit the field. That's probably the only stock unit I would every game retreat and refit if such option existed.
This is why we need the Scott, to avoid even more Manpower bleed from a 6 man crew weapon, that vets slowly and can get it's veterancy clicked away.
At least USF is gonna get a little boost next patch.
I still doubt they will be competitive enough to be picked over the other two factions but it's better than nothing.
Welcome to the USF experience.
If OKW wants something, they will take it away from you, brute forcing their way in if they have to.
All you can do is hope to keep them from triple capping and get all the normal resource points you have. Eventually you will outscale them, if they don't push their advantage properly, or they don't go for a Commander with Lategame, JT on that map is hard to deal with.
The scott just needs a role reversal. It needs to be way better when using the barrage ability and worse when using auto-fire. The barrage is garbage, and auto-fire is godly.
I only use the offensive barrage over shot blockers, else use smoke, it's free.
Scotts are practical, very good for their price but with how USF weapon teams get deleted by Rocket Arty (which USF has no access to because the Calliope is currently garbage), they need the Scott as a way to smoke and kill team weapons that doesn't bleed manpower.