Your knowledge of OKW is simply bias.
I stated exactly why resource caches won't happened. Gave you examples. Refer to these posts. You still didn't provide me with any reasonable argument except for "because I want to".
There are reasons for certain things being as they are and for them to change would require far more than simple adding or removing feature.
For the very same reason I am oppose to giving Conscripts any form of non doctrinal AI upgrade or introducing heavy armour to USF.
You don't see bigger picture. All you care about is your beloved OKW and how to make things simpler or easier for you.
What's more ironic because you play mostly large team games you don't even realize your favorite army potential and true strength of its units.
As an example your recent comments regarding officer.
I suspect I have more in depth knowledge of OKW then you despite having far less games played as this faction.
But the thing is you made no points, you simply said "no it would require a redesign" with no reasons why. But let me address you point by point.
Opal trucks/caches offer you a way of investing, conversion isn't an investment since your not waiting for pay off your just instantly getting more income that the enemy can't stop from happening.
Caches involve you spending MP (which means less units not more) for a pay off of making a point unable to be capped while getting extra income of a selected amount. You can't "turn off" caches like you can with fuel and munition conversion. And OKW already get reduced income from caches right now in any game mode above ones.
And you accuse me of bias, but you lack any sort of proof while you have made insane comments that reveal a lack of understand of the very basic functions of the faction. Trucks don't stop people from capping points, cache income is reduced, and again you admit yourself to not even playing the faction. Not even touching on the fact you recommended people use Puma's to counter Tank Hunter tactics.