i have very much seen and done myself to the maxim a great disservice by walkinging up and nading it. you arnt going to get up in its guts to bayonet it, but you dont have to. if you can head on nade it you have won most times due to the deathloop or in the case of volks, the flame nade which you gotta move as opposed to the burst damage.
ive also seen units walking across the width of the arc (granted this was at max range) without a care in the world. its the only mg in the game where its arc isnt a complete no go zone and taking the chance to rush it CAN pay off against an already set up maxim
its off topic but id like to see it with a narrower arc and longer range. it already wins against other mgs in MG duels because of the crew and suppression modifiers, but the increased range would allow it time to actually suppress enemies if spotted for without making it attack moveable (because it cant shoot further if it cant see further. this would also allow it properly support cons without being in the line of fire for deathlooping. it would do wonders for its support capacity without strengthening its ability to operate on its own. being further removed from the front would be a pro worthy of offsetting its abysmal defensive capabilities otherwise and justify it costing the same as an mg42
that or a damage mode/suppression mode that has a long set up so that it can be used defensively if set up in advance (without the need to feed it munitions) or be an aggressive damage dealer that it was supposed to be in t2. sustained fire could continue to increase burst length which would benifit both modes
I don't think you're able to nade a Maxim directly from the front without at least being suppressed, again, unless walking through yellow cover (maybe). Given that it has six men, assuming they aren't all bunched in yellow cover themselves, you'll be killing two/three models at best, even with the Panzergren bundle. Vetted squads (multiple, generally, not single squads) might be able to deathloop it from the front, but I don't think this is something that reasonably happens early game without the Maxim being exposed and/or it being flanked.
The Volk flamenade is more an incentive for the Maxim to move, certainly, but you don't have access to that until your truck is produced. Even at that point, without supporting fire, the maxim can still just move away a little bit and resetup before your Volks are able to come out of suppression, so without other squads nearby this isnt exactly a huge deal, surely? If there ARE other squads nearby, they can simply flank the damn thing to begin with.
I feel like a lot of these hypothetical scenarios assume too many variables to be perfect, really. I guess I'll have to keep a better eye on Maxim performance in the various games I've seen to really try and see if this is really the case in practice.
The main realistic scenario that I notice the Maxim's lower suppression being a REAL issue is when you have two squads on either side of its arc attempting to flank it. An MG42 is likely able to suppress one, and switch over and suppress the other before either can leave the arc, whereas the maxim is unlikely to suppress both. (This is also compounded by the lower angle of the arc to begin with.)
All Machineguns suffer from being less useful as the game progresses due to significantly increased infantry damage output, the prevalence of both explosive weapons and yellow cover. Axis squads usually having better long-range DPS compounds this for the Maxim, along with its deathloop issue (Though this is mostly for retreats).
The Maxim does already have two "modes" it can be in, which are currently governed by whether it is in cover or not. Those animations could certainly be repurposed into the gun having two "states", one taking some extra time to set up, and having a significantly slower teardown, in exchange for improved suppression/burst length (And maybe even arc? It would possibly be becoming too good at that point), allowing the Maxim to be a better defensive MG. This would probably be better than the current "Suppressive fire" munitions ability, that is timed and requires a reload. The fact you would be able to see at a glance what mode the Maxim is in is definitely a nice bonus, too.
Whether or not the "mobile" state would need to have its suppression reduced in exchange for this "emplaced" state having higher suppression is another question, and would probably require testing.
I wonder how hard it would be to make this as a mod to test out?