Much as the VCoH argument is the more interesting one, Sluz's OP was about COH 2 as opposed to COH 2 a couple of months back being a 'clickfest'. I completely do not buy VCoH requiring less clicks/micro/control/whatever you want to term it than CoH 2 (for instance, ketten/jeep/bike pushing was more clickfesty than anything in the early game now) - in many ways it felt a bit more demanding on account of the lethality.
Baba, CoH 2 snipers require *far* better positioning than VCoH snipers ever did, because their magic cloaking is now conditional. Also they're a much more vulnerable unit in general. I don't really get your idea that vehicle micro and positioning is less important or involves less caution and risk-taking than VCoH. Other than blitzing with a damaged engine and random heavy crits there's nothing to make it too different. I think on those fronts you're maybe mistaking the fact that people aren't playing at the level they played VCoH yet for a fundamental lack of depth in the game.
(and with a T-70, you have to consider, non-exhaustively - avoid suspected teller mines, don't get ambushed and fausted from behind a hedge due to truesight, are there shreks or a pak around, can you get around the PAK, are the shreks in a position where you can approach them at max range and kite a little, is vehicle repair worth it to get you back in the fight more quickly, do you prioritise trying to get the kill on light vehicles which you don't have another counter to or going after infantry, how far do you pursue, if the opponent is entrenched, do you try to scope it out with the recon ability, can you lure the first P-IV onto mines or into an AT gun/nade to give your T-70 some more infantry killing time until it's repaired... all of that is positioning and tactical judgment)
The infantry game... it's more the low lethality of the base units than the cover system that is the change. How you can scale them up without making LMGs, shocks or pgrens just stupidly deadly I do not know. Also the fact that both sides have grenades available very early, and the importance of buildings as a positional tool. Not that there aren't things I prefer about VCoH (more global upgrades, BARs, far better designed doctrines) but I think a lot of it played more artificially and less tactically than people remember.
Where in COH you had to think how to maintain your fuel and pop cap to pull out that tiger,
In CoH you had to not spend any manpower for a couple of minutes, not get all your sectors cut off and then throw away infantry until you could pull a king tiger out of nowhere. It required no fuel control, and you only needed the population for the split second to deploy it.
Personally, I'd like flamers to not explode randomly until the squad is below half its models so as an early game upgrade they don't get neutralised by the first loss the squad sustains. I think that'd add some variety to the early game.