Soviet unit with larger number of entities benefit the most from healing and it also cheaper only for soviet.
You could also argue that Soviets suffered the most from squad sizes regarding healing.
However I agree that Soviets healing was mostly fine before, apart from some medics getting stuck on models. The change does lead to faster healing, in reality though you will only get your unit out a couple of seconds faster and then again ONLY IF you sit in the base to send them out the very moment they are healed.
What actually happens is that you reinforce your squad by spamming the button, then come back half a minute or so later to send all squads out that are fine. Mostly they have been idle for some time anyway, even at top level play.
There is since 5 arrives earlier and can heal up very fast. Soviet get faster on field and healing and still have merge
So M5 was fine before and you want that unit back?
The T3 tech has been reduce by 20 and AT grenades/molotovs no longer required. The upgrade is superior since now it includes Penal and it has become available earlier in T3 from live
T3 has been reduced by 10. Also nobody ever bought it at T3 before. The current changes COULD at least make it a viable early choice as clearly originally intended. Which would also increase total Soviet tech cost. Worst case is that having it so early makes it OP, but then again it finally delays the T70 by about a minute (so a weaker T70 would come even later than in live). Best case we have a decent trade off for decision making. Neutral case it is still not worth it and no one buys it, which means it does not change anything.
The Penal point I have already covered. Penals get buffed by MR (as needed, the extend needs to be evaluated ones the patch is live. Also this makes sense since ALL Soviet side tech is currently focused on Cons only), with no change to Conscripts
Healing is cheaper and molotov/AT grenade bundle now has a discount.
literally no one bought a molotov unless you are floating heavily.
Making OKW T1 200 MP more expensive and unlocking FRP directly with that would also not be a buff.
The tech is superior (faster T1/MR affect Penal/Healing is faster/T3 earlier) and cheaper.
Is that a major buff? probably not but will see.
Adding more buffs making even cheaper as suggested is simply not needed.
Again, T1 build time affects exactly the very first Penal and only that one. I even just checked and the second Penal was 50 MP (about 10 sec) away once the first once finished. This amount will increase since you get the first Penal earlier and pay upkeep, plus/minus some map dependent variation. Second/Third Penal are therefore gated by resources, not by the time you need to get T1 up. I assume the best case for Soviets here is that the first Penal comes 8 secs earlier, the second one maybe 1-2 secs, but potentially even slightly later. For double pio builds the second Penal will always come at the same time as of now.
With your logic USF got a HUGE nerf to their last tier timing when T1/2 where split into base building+upgrade, because now base building+upgrade take longer than the T1/2 previously.