I disagree. OKW is just as 'illogical' as any other faction, then. This is a game that's suppossed to transport a certain atmosphere and feel. OKW does that. All factions do. Each has it's own vibe, and they did a good job defining the different characters of the armies. Considering that there is 2 german armies, they did a good job making each feel unique and recognizeable. I think, desing-wise, OKW is better than what they did with Panzerelite as a 2nd german army.
Actually, OKW is designed around snowball effect.
Its supported by vet5 system and powerful mid and late game stock units.
It starts rolling small and slow, until it reaches critical mass of vetted infantry with armored support that you can't stop.
OKW is weak in 1v1, because the weakness of the army can be exploited most and both sov and USF have good early game, the longer the game drags, the bigger OKW advantage gets.
That is why among other things, OKW is strongest army in 2v2 and up, where the games last longer and exploiting early game weakness isn't as easy.
Volks are prime example of the OKW snowball design, they start slow, can fight only in numbers only to become vet5 in no time thanks to shrecks and form then on they can effectively fight most units because of scaling. Add other mid to late game units and you have a force that can be contested only if you frequently squad wipe them.
You may excuse it all you want, I call it by its name - bad faction design.
OKW does most certainly have a unique feel in contrast to other armies, but its still flawed at its core.
Buffing and nerfing units adjusts balance of the faction to a point, but it'll always be overpowering late game and underpowered early game as long as it holds to current principles.