Pathfinders should have been brought up to JLI offensive (accuracy....) and defensive (RA) levels and made CP2.
Pathfinder where CP2 and did not work because there was little room for one to get them.
In addition JLI are CP 1 not CP 2, require tech and mu to upgrade and are much more expensive.
Start off with long range carbines or something and upgrade to snipers, same as JLI.
However, then pios should get the sight bonus locked behind vet so that no starting infantry can scout out right out of the gate (especially potent in 3v3s).
Scott should have had 60 autofire range and a high scatter, fast barrage that can act as sort of a retarded katyusha barrage. Slower, not as high a saturation as many rockets at once, but you get autofire in return.
Basically a mini brummbar.
Pak howi should have had an autofire accuracy nerf, and a buff to barrage so it's more against static opponents. Not just straight up nerf the AOE by 50% and in return give it one extra man which does not help it survive one bit.
M1919s should have been locked behind the major so that rifles don't lose as hard against grens late game on most large, open maps. Grens should have been reworked because they are currently the most potent mainline, especially in 3v3s+ where you can blob them with LMGs and just melt away infantry (especially USF as USF is close range).
OKW should have been looked at with the KT spearhead + commander/HEAT shells combination. HEAT shells themselves should have been reworked.
There are plenty of things that could have been made better in my opinion. But with the current state of the US, pathfinders are necessitated by facts:
Grens are long range, combined with pios sight + MG42 wide cone, makes it a horror to play against on lane-y maps (Rheine, Redball, ...)
Volks are long range, and you want to spot rushing spios to position the REs as perfectly as you can since REs deal 0 dmg in reality.
OST also has a sniper which can be a cancer to USF. Can't remember how many times I've flanked a sniper only to fail to kill it in multiple volleys from medium-long range (rifles are close range).
Biggest weakness, once that I've seen exploited many times in 3v3s by fellow USF players that played Airborne into scott is the absolute lack of AT/snare. M1 57mm is generally not enough to contest OKW P4 without a muni sink (which goes into pathfinders to make them viable later on with double BARs). With the caches and all, you can get the OKW P4 and a brummbar quite fast, which spells doom against pathfinders/scott. (unless all OKW team)
Best you can hope is to close the game before minute 15.
Hell, I pretty much exclusively play Heavy Cavalry and I'm around rank 10 as USF in 3v3s, which kinda does mean that Pathfinders are not as necessary as they seem to be at first glance. But they do make the game easier. What I have to do basically is send the RE first to get pinned and reveal the position of the MG, and then play 3 rifles vs 3 grens + MG42 + pio with superior positioning and micro. After those starting engagements against spios and MG42s it gets easier and I usually have the Pershing around minute 19-20. Still, having pathfinder sight makes it sooo much easier. Sure the pathfinders are quite shi* in combat until BARs, but the starting sight more than makes up for it.
Little is really relevant to Pathfinders which is the topic of this thread.
And what is relevant is not very accurate for instance Pathfinders are not "quite shi* in combat".