Ost already has a simaler feuture on all their vehicles just for a tiny amount of muni in a lot of doctrines. Saving many vehicles from destruction...
The cost of basically no ability in CoH2 is directly scaled towards the benefit. Currently, the paradigm is "same/similar abilities always cost the same" almost regardless of faction or the unit. This definitely makes sense in many cases, e.g. line infantry getting grenades, those grenades having the same profile and costs. Or "standard" mines for 30 munitions also having the same cost across factions. You get the point. It keeps stuff simple to understand, intuitive and also makes sense since the benefit of the respective abilities is fairly similar. At least similar enough to usually not warrant another +5 munitions increase in cost.
However, in some cases it objectively does not make an awful lot of sense. To stick with the example of Panzer Tactician from above: This ability performs the same on all vehicles. You click the button, pay 30 mun, your vehicle rips a pretty big vape, that's it. While there is the possibility to use if offensively, the main use is overwhelmingly defensive: to break break line of sight, gain a couple of seconds and force ground targeting to make your tank survive.
However, the benefit is depending on the unit. Getting e.g. your 251 out alive for 30 mun is nice, but losing it won't be deciding the game either. Getting your P4 out alive for 30 mun could already be game changing. Using this ability on your Brummbar, Panther or even Tiger and getting it out alive not only could, but absolutely will be game changing.
This begs the question if abilities like these should have different costs depending on the unit to keep the benefit to cost ratio a little less lopsided.
(minor edits for clearer structure)