First off, I want to say I appreciate the effort that is being put forth by the balance team to try and keep this game alive/fresh/balanced. I am not sure I agree with all of the changes but I think most of them are headed in the right direction (I am only speaking about Ostheer changes right now).
One of the things that I want to bring up is the amount of overlap between the original two factions and their multitude of commanders. This has been brought up before, one example is from Whiteflash's post here: https://www.coh2.org/topic/11064/commander-overlap-a-serious-problem
We have a number of unique abilities that are only in 1 or 2 commanders while Stuka Reconnaissance Overflight and Panzer Tactician worm their way into 6 different commanders! Luftwaffe Supply Doctrine had Recon Overflight removed and replaced with the Luftwaffe Field Officer. I am suggesting that we get Panzer Tactician and Recon Overflight down to 3 commanders each. This will help create better identities for different commanders.
Additionally, with the assistance of coh2stats.com, we can get an idea of what commanders are being equipped and which ones aren't. Some of these commanders aren't picked because their abilities are often found in other, BETTER, doctrines.
FunPolice alerted me to the fact that I overlooked something in the planned commander patch. As a result, I am striking through information no longer relevant.
Mobile Defense, Ostruppen, Luftwaffe Supply, Close Air Support, and Festung Armor are the least equipped Doctrines in team games (2v2, 3v3, and 4v4). Festung Armor is already being changed by the balance team so I don't think anything needs to be called out about it. I would also like to mention changes to Blitzkrieg and Fortified Armor. I see that Blitzkrieg is picked pretty often in 1v1s and a decent amount in 2v2s, but suggested changes might be worth considering. I have tried making all these changes based on the commander's theme and balance around it.
Blitzkrieg: The Blitzkrieg doctrine stressed combined operations; aircraft supporting armor which in turn should exploit breakthroughs won by infantry.
Remove Panzer Tactician and Recon Overflight. Replace with Breakthrough Equipment and Breakthrough.
Breakthrough Equipment provides pioneers a way to clear obstacles while PGrens are able to utilize smoke grenades. Breakthrough provides the opportunity for vehicles to move faster, capture points, and (assuming the proposed change is implemented) reload faster. Tactical Movement and Breakthrough would allow the Commander to have both its infantry and tanks push together at lightning speed, as the commander's name suggests.
Jaeger Armor: Find your enemy and attack them; Aerial reconnaissance and increased vision range on your tanks allows you to spot the enemy. Fix their position and smash them aside with Stuka Bombing Strikes and the deadly Elefant Heavy Tank Destroyer.
I honestly feel that the balance team indirectly BUFFED this commander with the removal of the Stuka Dive Bomb and its replacement with Ju-87 Anti-Tank Strafe. As a result, I don't think this commander should be able to recon for itself.
With this Commander already being the most equipped commander in team games by a WIDE margin, I feel that additional adjustments need to be made here. For consistency purposes, this commander would also get entrenching tools which unfortunately is a buff over just Riegel mines. However, I think swapping recon with the stun grenades is a way of balancing out that entrenching adjustment.
Mobile Defense: A commander reassigned from the western front, bringing the experience and tactics from the western theatre to the battle in the east. Use a number of mobile units in conjunction with a defensive strategy to quickly react to enemy breakthroughs.
I appreciate the removal of Ostruppen Reserves, the buff to Counterattack Tactics, and the quicker build time for Puma, but frankly, I don't believe those changes will be enough to justify using this doctrine.
Remove Panzer Tactician and replace with Assault Grenadiers.
I have read it many times here how people would like to see Ass Grens used in another doctrine, one without a Tiger. Ass Grens would be a perfect fit here as they are an agile infantry unit which would support the identity of this commander.
Riegel mines are added to Entrenching tools.
Spearhead: Armor provides the spearhead, piercing enemy lines and driving deep into their territory. Tiger tanks absorb punishment and focus, while bombing destroys enemy defenses and 250/7 mortar half-tracks keep infantry at bay.
Remove Recon Overflight and replace with Break Supply Line.
Being able to neutralize strategic points prior to attacking them with the main force would be ideal for spearheading an assault.
Again, I appreciate anyone who read through these suggestions. I would be happy to take a look at the Soviet doctrines as well.