On Tank Meta: High end tanks like the Panther, Easy Eight, T-34/85 will get minor fuel income debuffs while Tigers and IS-2's will gain a more crippling penalty. The King Tiger on the other hand will cripple resources to the point where you won't be able to park it behind your lines and wait for another. Hitboxes for all tanks will be reviewed, tanks like the Panther will have 15% front and 85% rear, while tanks like the T-34 will have 70% front and 30% rear. Armour will be adjusted when applicable, rear armour in particular will be nerfed, especially on Heavy Tanks. Additionally, tanks will have their population caps reworked to better reflect their impact on the game and each other.
On Infantry AT: PTRS reworked to be an enlarged infantry rifle, damage reduced to 20 while accuracy and rate of fire see dramatic increases. It can fight infantry as well as a normal rifle, with the added benefit of causing damage to Tanks. Though it suffers from damage and penetration, it's increased rate of fire and 100% accuracy vs vehicles help make up for this. The Bazooka sees its scatter decreased and its damage increased to 110, reload may be increased if needed. Panzerschrecks on Panzergrenadiers are fine, but Panzerschrecks on Volksgrenadiers are removed and a Panzerjäger Heavy Infantry squad with one Panzerschreck is introduced instead. Panzerjägers take 50% less damage but have 50% income accuracy, making them more resistant to explosions but not small arms fire. Volks get an AI upgrade with cheap Panzerfausts (no engine critical).
On Artillery: Artillery may now choose between slow accurate fire (with less shells), or fast saturation fire (with more shells). The B-4 now fires 3 shells with reduced potency, precision strike remains the same. Howitzers now have a 0HP crit that changes the model to destroyed, but does not kill the gun, disabling 'one-shotting' and allowing it be repaired back to full health to continue function. Howitzers gain a "take cover" ability that causes the crew to move 15 meters from the gun, in order to avoid attacks, though this does not remove them from the squad and killing the gun will just make them retreat off-map. The ability to fire howitzers is disabled on enemy HQ sectors (not applicable to any forward HQ).
OKW is a whole 'nother can of worms, so I won't get into that. Their critically flawed design and subsequent last minute changes have made them a monster that only gets stronger the more you beat it. Some of my suggestions address issues the OKW has, but not all of them. Overpowered units, redundant units, and overall lack of strategy still remain a key faults of the faction.
people say that about every developer short of valve
I've heard people say it of Valve too lately, due to their seemingly exclusive focus on CS:GO, DOTA 2, and the online market (steam as well as the community markets).