i dont see any upside in doing so. Wireing a choke point or two is currently either done or not, depending on the player... saving one or two seconds wont change anything. This would only promote campy play which is horrible (imo)
It's not about quicker wiring of single sand bags or other green cover. My suggestion won't change much for wiring those, but matter more for elongated wire lines to block paths or elongate flanking routes. Basically it would improve exactly what wire is actually, "authentically" used for.
I'd also doubt it would really promote campy play (maybe potentially for very low level players). There are plenty of counters out there for getting rid of wires, that's why they currently are not used in their intended role at all and only somewhat to barely used at best for blocking green cover. Giving them a slight buff will probably not make camping strategies strong.
...youre better off capping, fighting or scouting with your pios most of the time
Well yes. That's the whole point of the suggestion: Make longer wire lines less costly, because they don't give much benefit and thereby make this option more attractive compared to what engineers have to do otherwise.
Well let's see how the new IS + Volks wire building changes the meta before changing the wire build speed. Sandbags already are in a tenuous situation and now they'll have mainlines wiring off enemy sandbags. Imho I agree with CN that those squads are better off capping than trying to wire off a road/side path.
I fully agree to check first how the commander changes are going to work out. But you shouldn't forget that this change will only affect commanders and not the "standard" play. Designing the base functions around one or two commander abilities being broken instead of the other way around usually ends up in a mess.
Regarding the last sentence, as I wrote to CN: That is the whole point of the suggestion. Make wiring more attractive compared to other duties, especially the "authentic" use of wire.