Some ideas/thoughts
I really like the artillery call in on the Command Panzer IV over the mark target ability. It seems very useful to harass/disrupt the enemy alongside the smokeshot.
Puma might need another tiny buff to see a further better timing. The observation post is a fine little change and the other buffs are nice but the puma still comes really late timing wise.
Breakthrough Equipment and Model 24 Stun Grenades could possibly be combined which would provide a minor buff to Elite Troops and Strategic Reserves. Would provide a very small buff to two commanders that don’t need much but are still a tad lackluster over some other options. The Tiger Ace buff for sure is a good buff to them but this should be a nice little boost without shaking them up too much.
CAS Commander
Supply Drop Zone - Rework to just be a Fuel to Munitions exchange
Stuka AI Strafe - Replaced with Luftwaffe Field Officer
Stuka AT Strafe - Replaced with Stuka Close Air Support
Replacing some of the relatively low impact effects with some more impactful ones should improve this doctrine which has struggled for a long time. Making the drop zone better at keeping munitions flowing by exchanging excess fuel later in the game could make it easier to use the various air support options.
Festung Support Commander
Mortar Halftrack replaced with LeFh 18
Relief Infantry - Needs a different rework
Forward Resupply Station - Possible change explained below.
Festung Support got some nice changes but I disagree with the removal of the LeFh 18 from the doctrine. A mortar halftrack is a cheap, mobile, and overall more aggressive form of indirect fire while most of the abilities within this commander seem to be promoting a slower and more defensive style. The LeFh I think would serve a better form of indirect support overall. On top of that it also gives the LeFh 18 to now 3 commanders and also makes 1 of the starting commanders have it which is good to have so newer players at least have 1 option.
Beyond that I think Relief infantry needs a different effect. I think this post explains a good change in a way better than I could (I think it's entirely possible to do this for relic infantry even though the topic is mainly going over rapid conscription).
https://www.coh2.org/topic/107429/rapid-conscription-rework-proposal-with-implementation
German Mechanized
Spotting Scopes - Replaced with Combined Arms
Spotting Scopes just doesn’t really fit into this commander especially with the removal of the LeFh 18. Replacing it something like Combined Arms fits more thematically and fits better with the new abilities added in.
Jaeger Armor Doctrine
Spotting Scopes replaced with some low impact ability
Jaeger Armor still is too strong when the Elefant is combined with the high spotting power of Spotting Scopes. This getting changed would still leave Jaeger with a lot of power in team games but also now makes it not as auto included in line ups (at least the other elefant doctrine might have a chance of being picked over it).
Changes to
Defensive Fortifications
Concrete Bunker changes
Cost to 270 Manpower (from 300)
Now has to be upgraded with 3 options that cost 60 munitions (only one can be chosen)
Defensive Upgrade - MG42 added and can call in Light Artillery Barrage or Smoke Shells
Infantry Support Upgrade - Can reinforce, heal infantry, and nearby infantry have a defensive bonus
Armor Support - 4 Mechanics can repair nearby vehicles and nearby vehicles have a fire rate bonus
Replace forward resupply station with changed Defensive Fortifications which would affect
Joint Operation
Festung Support
and Defensive Doctrine
So this change is a bit complicated but it essentially takes the elements of the new Resupply Station but ties it into an already existing but somewhat lackluster ability. The resupply station in it’s current iteration has 2 primary problems imo. The first issue is that ostheer is a faction that can already make forward HQs quite easily if they want to with cheap bunkers and/or halftracks. Then issue 2 is that unlike something like the Soviet Forward HQ this station relies on the existence of ambient buildings in good locations to be useful (which is seemingly the reason the repair bunker was also added for maps that lack buildings). This tries to address those issues by making it overall cheaper to get the effect you want without also needing to rely on the map. You could essentially see these new concrete bunkers as a super version of the basic bunker which I believe is the only real way you could make a Forward HQ style effect work for Ostheer.