What nobody said yet is:
Mortar : 6 popcap
pakhowie 9 popcap
And that as when 3 models are death from pakhowie, the other 3 are death as well and it is decrewed.
The minimum limit for the pack howitzer should be 3 operating man so its just 2 models that effectively die or run away after 4 ar killed compared to 1 models that die or run away after 3 get killed.
Popcap, the availability for fast barrages and quick repositioning and last the vet0 smoke screen vs. vet1 wp rounds are strong arguments for the mobile mortar that only lacks the devastating power to slaughter (even from far ranges) axis teamweapons and grouped units near forward retreatpoints or chokepoints.
Another idea about the mod:
could it be possible to turn the tech costs and the Lieutenant/Captain unlocks around? - as an exampe allow the requisition of teh .50 cal and the M1 AT-Gun after paying 50 mp and 20 fuel (without unlocking the Officers yet) and to unlock the Officers for 150 mp and 30 fuel after the basic tiers 1/2 for hmg or atgun got purchased else USF would get a pretty cheap and overwhelming blob pretty fast and could control the bleed of the rather expensive squads by mediocre teamweapon micro.
The suggestion is based on 2 different things which is first the way in which USF blobs can operate if they grow fast in early stages of the game (if you do play without or with late light vehicles USF will usually have the unit advantage with 3 rifles into lt + cap or RE RE rifle rifle LT + Cap)
and on the other hand own experiences from times where I backteched and started bleeding just for having an extra low vetted rifle-esque unit (in the mid or lategame 20-30 min) on the field.