Because i think the discussion is focusing in the "wrong" direction of the problem, i'll quote myself again.
Static artillery lives on a black and white world, where you either have the direct hardcounter or you pray to make a push so powerful that you are able to YOLO your tanks into the enemy base.
IMO: static artillery design is a bit flawed.
With the new changes, i think offmap (besides Stuka) don't 1 shot artillery. Perfect.
Artillery shouldn't be able to be built under the protection of the MG bunkers, inside the base.
This also means no automatic reinforcement or healing.
By making artillery more vulnerable, you could reduce a bit the mp to build them making them a bit more affordable on 1v1.
Specifically talking about the B4:
Veterancy shouldn't be affecting reload time neither damage.
Vet1: PS
Vet2: increase rotation speed/aim time etc.
Vet3: range
The weapon on itself needs a huge increase on popcap while reducing the crew popcap. This solves crewing it with CE to reduce popcap and mp drain.
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My line of thought is that you shouldn't be FORCE to choose a commander to remain competitive or be able to deal with a doctrinal/nondoc unit.
Those who are saying just use a Stuka commander, are directly falling in the same discussion as the ISU vs
EleJT, Call in meta, or let's just use the same commanders over and over again because they are the only reliable ones.
You shouldn't have to use an ISU because the blobbing army is too strong. You shouldn't have to use a JT to counter the ISU. You shouldn't have to use a B4 to be able to deal with a JT/KT. You shouldn't have to go Close Air support/Jaeger Armor to deal with the B4.
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TL;DR: Static artillery needs to be more affordable but more vulnerable to non offmap threats. B4 needs to be bring more in line with the other artillery regarding veterancy and crew, while the other 2 need some love.