Great list; would really improve the game. My only suggestions/concerns are focused around the OKW changes - I'm just not 100% sure if your suggestions would fix the faction (OKW is incredibly flawed).
Global Changes - I feel OKW has excess manpower due to low tech cost.All trucks from 200 mp to 250 mp.( i would put 300 mp for flak truck ,but since destruction is issue can't increase more)
The only way I could see this working is if you could cancel setup and not have it destroy the truck. 200mp is already a pretty big loss early game (losing your first truck is basically GG, but then again, that shouldn't happen). While I agree that they are a bit too cheap, the actual setup is a fairly big risk. I could see the cost increase working if you could 'cancel' setup (takes ~5-10 seconds) and then could move the truck out of the area. Even if it was a partial loss (say, 50% refund), I think it could work.
Return from Fuel cache reduced to 50% from current 66%.I feel multiple fuel caches in large team games allow OKW to profit too much from wehr partner getting heavy armor quicker than was intended by design.
I agree in large games that it can get kind of crazy (i've had games as OKW where I was floating over 500 fuel, despite building panthers like crazy), but this only really works in those big games. In 1v1 or even 2v2, this could put OKW at a pretty big disadvantage.
Volksgrenadiers - Panzershreck -25% to -30% accuracy at long range.Shreck upgrade cost 80 muni from 90.
Raketenwerfer - Reduced aim time and better accuracy.
Either Range increased to normal AT gun to cover the gap in volks long range with price increased to 300 mp.Or keep range same ,price 250 mp.Main problem is unit getting one shotted by mediums when not in building.Not sure exactly how to fix this.
I feel like these are tied together, since it's basically OKW's early game AT. The problem with the shrek long-range nerf as well as fuel nerf, is that they would be lacking late-game long-range mobile AT.
I still prefer my suggestion to fix OKW AT:
1. Remove shreks from Volks, replace with Fausts (~35muni each).
2. Put shreks on Obers (1 for 60-75muni).
3. Put the OST's Pak on the T2 truck (thing needs a 4th unit, anyway).
4. Make the Raketten-thing not miss 95% of the time.
The main complaint I got about that was that Obers would become too OP (good AI and AT), but remember; every shrek increases AT at the cost of AI (guy trades rifle/STG44 for shrek). In addition, it would only be possible to have shreks OR doctrine STGs, not both.
Mg42 -10% suppression.
Units can't launch grenade while suppressed.Global change applied across all factions to prevent frontal suppressed units owning mgs.
I like the global change, but I don't think the MG42 warrants the suppression nerf considering its current state. Maybe if its setup/turn time was decent the -10% supression would work, but right now, the MG42 isn't even required for Wehr to work.
Wehr - Sniper -25% recieved accuracy for a bit more survivability.
Sov - Sniper -Sprint removed.
I would prefer no change to the Wehr sniper and the Sov sniper changed to 1-man. The Sov 2-man sniper is just far too easy to get high amounts of vet on (hard to kill, especially early game), and makes sniper fights incredibly one sided (Wehr sniper misses = dead, Sov Sniper misses = retreat). I would like to see the Sov sniper brought to 1-man along with the removal of sprint.
Basically, make it closer to the US vs. Wehr snipers of CoH1; they're very similar with minor differences to how their vet works.
SU-85 -vet 1 camoflage ability.
Dear god no.
SU-85s are already disgusting enough as it is (they out range almost everything). The last thing I want is an invisible SU-85 (so I can't be prepared for it) hitting my Panther (which it can 2-3 shot anyway) with a first-strike bonus (making it a 2-shot kill). The only way I would even remotely agree with this is if it had a setup/tear down time AND over-all reduced range or reduced pen (bring it inline with other tanks).
Over all, a great list of changes. I also like the unit wish list - it's pretty good. My only question would be regarding the OKW nebel, as it would need to be different enough to make it useful over the Stuka. IMO it could be more incendiary-based similar to the Coh1 nebel, or perhaps have more range (but a setup/teardown time) combined with a circular arty-like attack (instead of the stuka's line).