I once suggested to make them shit combat troops but super versatile. It was not specific to either the AT or AI version though.
The basic idea was to give them all kinds of abilities but make then bad at fighting (list below just suggestions, not everything at once but a selection that fits best):
elite camo, normal mines, flare mines, heavy mines, build wires, build normal sandbags, AT grenades, molotovs, smoke, oorah, demo charge, booby traps, satchel etc etc. Maybe even something like tracking that would enhance their sight temporarily for mun and the possibility to repair stuff at the reduced rate like Conscripts in some commanders. Higher decap/cap rate is possible as well.
Let's talk about each of these, to see if they could be actually useful in the role you proposed:
>Elite camo.
I know about normal camo, and just wonder how Elite one differs from a normal one.
>Normal mines.
Yeah seems about right.
>Flare mines.
Would make sense after a veterancy, since it overlaps with the idea of Tracking, and even so, there is already a map Track ability in the Partisan commander, so eh...
>Heavy mines.
No idea what you meant by that, but I say no, even if changed to a Demo charge, because Engies already have it.
>Build wires
I can't see why you would give them such an ability, because it makes no sense from a gameplay and historical perspectives.
>Normal sandbags.
Yeah, okay.
>AT Grenades.
Well, for an AT version only.
>Molotovs.
AI already have it.
>Smoke.
It would make sense for an AI version of the Partisans, with their PPSH and good DPS up close.
>Oorah!
It makes no sense, since Oorah! is for units that go into combat, like Conscripts. If you mean to give them this ability to close the gap faster, then just Sprint makes more sense.
>Booby traps.
I believe they already have it after a veterancy, no? Or I am being retarded?
>Satchels.
I think for AT versions only doe.
What I think is that your idea is good, it just has to make sure that both versions get different abilities, thus treatment, and more viability.
Like, both versions may have an increased decap/cap and mines, as well as Elite camo and sandbags, but an AI version may have:
Normal nades, Molotov, Sprint, Booby traps, Smoke, Flare mines.
an AT version may have:
Satchels, the Tracking you were talking about, and some sort of AT-only mines. Maybe even the repair you were talking about.
Just me thinking "out loud".
Also, any cost changes for them, or you think they would be still fine?
About upgrades:
I think, with the idea of bad survivability and fighting capability, they are supposed to somehow scale into the late game for being useful, so the upgrades shall improve their fighting capabilities with a little of survivability on top.
AI ones may have a 50Muni upgrade that takes away their slots, gives them the 5th man with a PPSH, and 2 STGs. Also will improve the damage of the PPSHs.
AT ones may have a 60Muni upgrade, which will not take their weapon slot, with adding a 5th man with a PTRS, and may give them the AT satchel instead of a normal AT nade. Veterancy doe will not decrease the cost of it.
Also, I think the 1st 2 veterancies for the Parties shall improve their survivability, too.
Like, for AI guys it's:
Vet 1-Ability to place Booby traps and survivability.
Vet 2-Ability to throw Satchels and survivability.
Vet 3-idk lol
Also idk about AT ones exactly.