You overestimate the value of crews.
Nonsense! The fact that you get something for free is very good. I don't feel it is reasonable to neglect such obvious advantage. I find it hard to add anything more here. Crews are not only free but give a plethora of extremely useful abilities: repairing without the need to withdraw, say 200mp, from the front line thus making your line weaker, they can crit repair - which makes them actually better than paid for engineers (crit for crews is OP as hell in my opinion - regular engies should have it), they can cap - you underestimate this greatly as you can easily sidecap AND repair with them at the same time - this gives you another advantage. All the manpower you spend on units can be used to cap while other factions can't cap with vehicles, which limits it greatly compared to USF.
Every faction starts with an engineering unit except UKF so you start with one to repair. Unless it dies, you are not paying for a support unit.
You don't seem to understand. USF engineer unit can just keep capping and supporting frontline troops. Ost engineer must come back to build structures, and later accompany vehicles (rear echelon will continue fighting or will be speeding up repairs or both with bazookas and sweepers). It is a great difference. As long as ost has one vehicle on the field things ar not yet that problematic (but still they are at a disadvantage). The real problems begin when there are more vehicles and to make them operational you will need more engineers to repair as fast as crews together with echelons. That is why a bit cheaper pios on this stage of the game (or at least vet 2 as suggested by other forum members) are so essential and still wouldn't change USF advantage that much. If ost can repair, say, one of their three vehicles with one engineer and USF can repair 2 jacksons and 1 sherman at the same time with 3 crews and an echelon, USF will have a huge advantage in battlefield presence. This mechanics was ok when USF vehicles were much much less armoured and died like flies to ost tanks. After many buffs to USF vehicles crews remained and vehicles got stronger. IMO it is better to leave the crews as it gives flavour to the game and makes factions unique. Yet, repair units of ost (or even OKW) must somehow be buffed so that ost can comfortably play with more than one vehicle at the time. That is why imo pios should be chaper at least after the last battlestage. This is, as I understand, why the whole thread was started.
Nobody captures with crew because that's a good way to lose your tank. Especially with how buggy crew interactions are with damaged tanks and recrewing. Someone please tell me a way to recrew my damaged tank immediately without switching to repair mode first.
There is a pause here as people abused the ability to jump out in the battle and it made your opponent stop shooting at tanks. The fact that the crew starts repairing is actually an advantage as it saves you a lot of micro. Just don't jump out with crew when inside the battle as it was totally OP and is now made less viable. If you get caught repairing, getting back takes no time.
The crew is vulnerable while repairing so many players will likely retreat further back than if engineers were out. In addition, USF is locked out of true heavy vehicles because of their un-crewing perk. They at most will have one crew repairing the tank which takes longer than normal unless you uncrew two vehicles together and micro them to repair together. With engineers, you can have 2 engineers repairing one tank.
You can have 2 crews AND two engineers repairing one tank if you spend 400 manpower on echelons. Nobody does it because they prefer rangers. That is the problem you don't seem to understand. Ost needs to spend 400 manpower on two engineering units to reapair as fast as crews. I'm writing as fast as because those engineers must be brought to those vehicles sometimes from far away while crews are always where they need to be. Engineers are very vulnerable when repairing. Just like crews basically.
Sherman is only 10MP and 10F cheaper than Panzer 4. Panzer 4 has better armour and all purpose ammunition that works well on both tanks and infantry for only 10MP, 10F more, the increased cost is represented in the stats. Different supporting armies behind the tank too. The Sherman radio net works well with other Shermans while Panzer 4 synergizes with Panzer grens. Very hard to compare the two.
Sherman is better overall tank than ost panzer 4. The fact it can self repair and use HE rounds on 4 men units makes it better.
You need to stop cherry picking facts. Stein Grenadier made an excellent argument on why Pios do not need a buff. A minor vet decrease perhaps but the same should be made for Royal Engineers as they are both close range support units.
It is not cherrypicking. Pios need to be able to be replaced with less manpower to compete with USF crews and echelons lategame and ukf 5 men sappers. Either make them somehow as cheap as sov engies or, just like some forum members say, some potential should be added to them lategame. Making them 10% cheaper will not change anything that much but will be a move in the right direction to try to make sure that a better player playing ost will not lose to a much worse player playing USF just because his/her tanks were much less present on the battlefield, or they lost infantry war because they had to invest in weak engineering units while allied players bought frontline potent infantry with the same resources.