It's only natural that there are some changes that some people are sceptical of or even against. I don't agree with certain changes in this preview either. But anyone can be wrong. That's why we publish these previews, so we can experiment and see what sticks, and gather feedback from a wider audience.
In regards to the Pfussie changes, they're meant to make them more viable in 1v1 because their opening is just too weak there. Without really changing too much in teamgames where you can already get away with using only/mostly Pfussies over Volks. I personally thought that was worth trying out. If it doesn't work out we can just revert it later.
I think that while the idea is good to help 1v1, I think teamgames need help more than trying to make another 2 commanders viable when OKWs commander roster is overall solid. Even if the change is minor, in teamgames this just enables the pfusi blob to come online quicker and in a better position than normal, and people will always pick breakthrough so long as the JT isn't a smoldering pile of kubels. The only thing that probably keeps people from picking breakthrough every game was the uncounterable flares and the fact that overwatch has the best air support in the game and OP LeFHs. Not to mention JLI which are insane in their own right.
I'm not trying to list off every commander from OKW and their OP attributes, but breakthrough was one of those doctrines that was already really good, and doesn't really need any push farther up the balance ladder. Grand offensive after those monster Tiger buffs would also become top tier.