Weapon crews should not be able to cap points, thats Mgs, mortars or at guns.
Think this works fine. Most crew weapons need support since they are easy to take out with a proper flank or counter.
* Increase the size of the health bars to coh levels - why should i need a microscope to see how much health my tank has?
If you select a unit, there is a bigger healthbar at the bottom of the screen. And frankly I dont need to see if a unit has 5 or 10% health. Either one is to be considered low. I usually think of them in quarters, and its quite easy to see what quarter of health the unit has.
* increase the cost of at nades and molatov
Not sure what you are going for. Soviet already need fuel to tech for molotovs. Spamming them costs muni and while cheap, it is still a drain and can be dodged since the windup is so long. Nades for ostheer is also at a fuelcost since its not availeble until battlephase 1.
*Limit spammable unit abilities
Molotovs and oorah are spammable for a reason, they are not very awesome. Oorah gives a speedbonus, thats it. Good for getting into houses and cover, otherwise not so much. Perhaps getting into cap a zone early. Molotovs, as stated above, can be good, but can also be dodged. Think this is actually ok.
*Increase mp cost of conscripts
Nope. Working as intended. They are very weak units and also units that the soviet army used en masse. Concripts do not scale very well as game progresses, they simply lack AI and AT to be reliable in late game, something that is weighed up by their low reinforcecost.
*Su 85, [...] I propose side and read armour reduction,
The SU85 is a powerful unit yes, but you can deal with it in many ways. It can hit infantry, yes, but use a couple of Pgrens with schrecks, use truesight, use smoke infront of the SU85 and flank it. Place a Panzerwerferbarrage on it, it wont kill it, but the opponent is likely to move it about, negating the focus sight ability etc. Any type of arty really. Use recon planes to locate them. Creep up with Paks, they will do a number on the Su. Lastly, there is no side armor in coh2, only front and rear. Side armor is "simulated".
*Input lag - needs to go. Instant retreat needs to come in, and retreating units need to move faster than they do now.
Input lag away, yes, however its not something intended and very situational depending on player hardware and relative location to the other player.
Something related to this is the stupid autocover that makes your units go where they like to go, and not do as you ordered them to. Also the 'regroupsystem' where the squad could wait for one member to get into place or clump up when ordered to go somewhere. Something that feels like input lag, but actually seems like annoying AI.
*German mines need to be normal.
Rather like the system as is, but there should be some kind of reduction in buildtime or price for the mine-field (dmg adjusted accordingly). Not many players use theese and I think its quite sad.
*At guns need to be a real counter to tanks - ie hit, and do real damage.
They do damage, could be better, but the worst thing is the hit ratio. Think they need to hit more often.
*Mgs need to suppress fast
A slight improvement on the mg42 would be good, otherwise I think its fine. Perhaps not pin as fast though, and units should be able to backpedal out of mgfire better, it worked very well in coh1. Now its either retreat or sit there like a duck.
*Weapon crews need to take even more damage - they should never last long when flanked.
Think current stats are ok for the units to be viable.
* Vet needs to mean something - not whole army vet 3 every game
They are currently reworking the vet-system. But overall dont agree with you on this point.
* Put back physics and violence, made vCoh so cool to play.
Still there if you look close, you will see limbs flying. That said, I dont think that gore makes a cool game.
*Make tanks not counters to at weapons... at guns should not be able to always get countered by a single tank.. its insane.
A cheap unit gets killed by an expensive unit? Not surprised. Its kind of hard to compare to how things worked IRL since the AT guns were used in a very diffrent way thatn the close quarters combat that is reality in this game. And if you think of it, a tank shell in the face of an open gun is most likely not a good day for the crew.