Vehicle Sight: Makes sense, tanks should not be operating like 1 man armies even if they are highly vetted or premium.
Vehicle damage: I don't really like the idea of more RNG.
Vehicle HP and mobility: The main issue I see is TD become even more valuable, if Tanks becomes slower and more deliberate TD will constantly zone them out of a fight with their extreme range. The Jackson would probably need a massive price increase due to being open top/long/range/turret/speed combo.
Other issue might be a greater preference for "premium tanks" compared to the stock counter parts. For Soviet, KV1 would be godly since it would be able to take a hit and most likely bounce it compared to anything else in that price range while also being able to hit back even if it is inconsistent. P4J, Easy8 and Comet would be the choices for OST, USF and UKF respectively. OKW would be the only one unaffected due to their tech structure.
I like your idea about team weapons, spamming them is a major issue in team games.
HMG: I think they could do both damage and suppression. For damage all mg could be changed to have 30-40 degree cone of fire so that they are more easily flanked however you get mauled if your in the fire area. Then as a toggle that requires pack up and reset that puts the MG in suppression mode, a much wider cone can be used with massively reduced lethality but supression applied. Also the cone could be made shorter than damage mode to allow counter play from slow firing long range specialist like JLI/Pathfinders.
Mortars: Maybe Auto fire is the damage dealer and barrage applies suppression with slow firing shells that due reduced damage but much larger AOE.
