some of these things are in the works, thanks for the feedback everyone 
I hope its not the Molotovs are OP
1-Damage/crit system: damage should be steady enough that players should know who is going to win what batter based on cover, range not due to random luck
2-Molatovs:...
There is a silly mechanic where suppressed cons throw these and retreat doing more damage and making a mg team reteat even though the cons over extended and "lost" the fight - why reward bad play?
3- COns...
4- Tank combat – this mean to me different penetrations at different ranges, different armour on side and back and chances for turret, engine damage via combat ( like vcoh) the more layers of detail the better
1- That only applies to vehicles. (Something like 80% dead crit, 10% engine damage, 10% abandoned). Numbers may difer.
A) Flame weapons rely on crits, this could be tone down. Something like increasing DOT but reducing the crit %.
2- Move your MG. Everytime you are molied you dont need to retreat. Just back up.
B) Only thing i would notice is that mg crew should move a bit faster to recrew the mg. A dead crit on the mg gunner derivates into awful situations (any unit getting allmighty RNG accuracy killing the gunner and being able to rush from the front its annoying). A dead crit on the gunner while being on fired is a dead mg.
3- I would love to see how people would react if Faust and Rifle nades werent unlocked by default.
4- C) +1. Love to see side armor and making rear armor REALLY weak (specially on the Tiger). If engine damage from normal shots could be more frequent and only happen when shooting the rear dat would be great.
I know its gonna be tempting attacking OP with L2P, but just focus on what i said and what i think OP wants (ABC)
My 2cents of what needs to get improved: retweaking the old/vanilla commanders.
PD: i dont think tanktraps would hurt if they were not doctrinal and with higher HP