The personal attacks and conjectures aren't conducive to a discussion about balance
Tristan44. Anyways, back on topic.
So on top of everything, this is all purely hypothetical?
I'm guessing you've played since beta, so you know that the T34 no longer causes a critical engine or gun damage every RAM and has a chance to only cause crew shock for a short duration since the August patch. The engine also overheats much faster in 2.5sec. If RAM fails, the engine overheats for half a minute, making it extremely vulnerable and unable to fight back.
To dig a another post up by another member of a forum: If a T-34 is hit by a Pfaust, the RAM stops dead; but if an AT grenade hits the Panther/Panzer Blitzkrieging, the ability's bonus modifiers remains active until the timer finishes, but can't be used until repaired. The same goes for buttoning, it doesn't cancel the ability, and the tank is free to blitzkrieg after the buttoning time finishes, or loses LOS, or is canceled from smoke. That's illogical, one tank receives a critical and loses the ability on the spot while the other receives a critical, but doesn't lose the ability instantly.
More German Doctrines have smoke than Soviet Doctrines have Guards, more chances of smoke as Germans than buttons as Soviets (another advantage). AT grens (and even Pfausts) have been balanced based on penetration and RNG (AT gren penetration 100, Pfaust penetration 140). I've seen AT grens bounce off vetted Panthers and Panzers, and my Pfausts doing little to a KV1. So an engine critical to either faction isn't guaranteed anymore since the August patch.
I haven't read any post providing a Con to using Blitzkrieg. The only Con I've seen was based on Player error and overconfidence, blitzkrieging their tank into a Soviet frontline of tanks and AT guns. It's essentially a "get out of jail free" card and can even outflank dedicated flanker units like the T34s. Every ability in the game is high risk, high reward. Even Recon planes are prone to AA attacks and can be shot down, resulting in muni wastage. Hunker down causes a tank unit to be immobile for a time, and can be flanked. "For the Motherland" increases combat effectiveness by 50% and runspeeds for all non-vehicle units for less about a minute, but receives a movement penalty after use. Blitzkrieg suffers none of that.