I like your ideas allot. Here's my view on some of the Ostheer proposals, which is my main faction:
Panzerschreck (all factions, experimental change)
In order to make Panzerschrecks a more viable option against light vehicles, its far accuracy is being increased. As compensation, its damage is being reduced. This will make the alpha strike potential against vehicles slightly worse (decreasing the effectiveness of “Schreck blobs”), while the higher accuracy should keep the total damage per minute roughly similar.
- Damage from 120 to 100
- Accuracy from 0.069/0.052/0.028 to 0.069/0.052/0.036 (for example chance to hit a T-70 at long range goes from 50% to 65%)
Instead of a slight accuracy bonus at long range, I'd reduce the reload time of Schrecks by ~20%. All 3 Schreck units get substantial accuracy bonusses with veterancy anyway (+40%), so reduced damage would just make them scale much worse against anything bigger than a T70. An increased chance of a second volley would be much more valuable.
I'm speaking from the perspective of 1v1 where Schrecks are barely used (too ineffective against lights, too squishy during late game). If reduced reload time would make Schrecks too blobbable in team games, I'd at least give the reduced damage back at vet 3 for squads that can upgrade them.
Headquarters
By giving Ostheer an option to deploy medics at their base for a fuel cost, it should give players a choice to use fuel rather than munitions to get their medics. This should help Ostheer with their early munitions economy, by making weapons upgrades and Teller Mines available faster, should the player choose so.
- Now has a medic upgrade available for 150mp/10fu. Spawns 3 automatron medics
I feel this would make it a no-brainer over the med bunker. 10 fuel isn't much of an issue with cheap T2 vehicles and relatively cheap T3 tech. Furthermore, it would require no unit to build and cannot be destroyed by an enemy vehicle like the bunker.
I'd look for a different solution like decreasing LMG42 cost from 60 to 50 munitions (LMG Grens are the only mainline that make Ostheer very stretched for munitions) or just making the med bunker slightly cheaper by 15 munitions.
Pioneers
Offensive veterancy for Eastern Front engineer units serves very little purpose, so this is being replaced by defensive veterancy to make them a bit more durable in the late game.
- Vet 3 +15% accuracy bonus replaced with -23% received accuracy
Their veterancy requirements are also higher compared to other builders unit, which makes it hard to ever get to vet 3 in the first place.
Teller Mines
Adjusting the performance and cost of Teller Mines should both increase their availability and make them less oppressive for the enemy, giving a positive net result. With these changes they will no longer instantly kill light vehicles, and will require a follow up (Panzerfaust etc.) to finish one.
- Cost reduced from 60 munitions to 45 munitions
- Damage from 400 to 320
- Now guarantees a heavy engine damage critical on light vehicles
Tellers cost 50 munitions currently, not 60 munitions, so a reduction to 40 munitions might be more fair.
It would be a big buff to the Stuart, which can just pop out and repair the engine damage for 25 munitions. If possible, a teller should give both light engine damage and heavy engine at the same time, so crit repair isn't as effective against it. If not, the Stuart should at least get a unique "Stuart Vehicle Crew" with repair critical cost increased to the cost of a teller.
222
The 222 is a very good light vehicle but with the relatively fast arrival of Allied light vehicles that can counter it, it can easily get caught out of position because it’s relatively slow. Replacing its vet 1 ability with a Speed Boost ability should help it escape slightly more often.
- Vet 1 Infantry Awareness replaced by Speed Boost ability
- Speed Boost ability: 30 munitions, grants +25% top speed and +20% acceleration, -50% weapon accuracy (or main weapon disabled) for 20 seconds
It would be a shame to see such a useful ability like infantry awareness be removed from another unit. I think the performance of the 222 against the Stuart and T70 is fine (at least in 1v1), it's just the (current) AEC that has too many benefits stacked against it. IMO, smoke of the Puma and AEC should be locked behind vet 1 to reduce their effectiveness at diving early on.
Also, this would be the worst speed boost ability in the game with the highest cost, lowest acceleration bonus, worst drawback and no additional bonus like reduced received accuracy.
Panzer Tactician
Panzer Tactician is too easy to use because it deploys smoke instantly. By adding a delay, it will become slightly less powerful.
- Now has a 0.5s delay before deploying
This should be extended to all smoke abilities that function like Panzer Tactician.
Nerfing Panzer Tactician would also make it unnecessary for the AT grenade to work through smoke, which afaik was added as a band-aid solution a long time ago when Panzer Tactician was much more prevalent and Allies (back then just Soviets) had no such ability of their own. This would also stop the AT grenade from working through sight blockers like hedges and walls.
Jaeger Armor Doctrine
Jaeger Armor doctrine is incredibly popular because the commander is very versatile, on top of fielding a superheavy call-in vehicle. By replacing one of its abilities, it should give the commander an additional weakness and make it more attractive to pick other commanders instead.
- Stuka Dive Bomb replaced with Ambush Training (or any other ability that is good but relatively low impact)
- Elefant can no longer use Spotting Scope upgrade
Replacing Stuka Dive Bomb is cool, but Ambush Training would be much too strong and annoying (sprinting Fausts and Schrecks and cloaked Bundles and MG's every game, imagine the horror).
I'd pick the single AT pass from CAS doctrine and buff it slightly or add AT Osttruppen with AT rifles to keep the doctrine thematic. Sandbags for mainlines from Osttruppen doctrine would also be enticing, they'd have increased buildtime after all.