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I have not used Partisans for a while, so I'd rather stay away from making more exact suggestions such as "give them +30% accuracy at vet 2" or so. That's also why I can't say too much about cost changes at the moment. From my memories I think they bled you quite a lot for what they offered, but that memory is a bit faded so I'll leave it at that.
In general I think they should scale mostly for survivability and ambushing. So RA bonusses, but they could also get price reductions on their abilities and/or reinforcement, maybe even become an okay combat unit with first strike to put in a burst into a flanked MG if needed before being bad again once the first strike is over.
Regarding some of your points:
- elite camo: Some units lose camo once they move ("normal" camo). Partisans should not lose theirs when moving.
- heavy mine: Like the Riegel mine, immobilizing vehicles. It's debatable how fair this is since this takes up a whole commander slot for other factions, but I was just making a list of what could be done.
- wires: A tool of diversion and blocking your opponent. Usually wires are not build as much later in the game, so that's probably a very minor point.
- Oorah/sprint: I agree on that. Just an ability that makes them run quicker.
- regarding abilities they already have: Yes, I just added them to make clear that Partisans should get a completely new set of abilities and the old ones are up for debate as well. Otherwise there could be confusion what happens to those.
One could also merge the Partisans and then give them two upgrade options for AT or AI, but to be honest since all these changes - including my suggestion - would cause a lot of work I doubt that any of this will be implemented at the current stage. Maybe it's just the smarter approach to buff Partisans slightly until they become somewhat usable again.