Wow...there's almost 1100 posts on this. Damn.
Anyway, these changes are all bringing coh2 in a balanced direction. Relic is willing to change/sacrifice initial faction ideas for balance which, for gameplay, is a good thing. This is an opinion and yours may differ.
Anyway, for the people above arguing about vet 5 OKW being bad because it takes so long to get or whatever. F1sh, for example, makes the argument that keeping vet units alive to vet 4-5 should give you bonuses. Sure. But when you look at it from the perspective of, say, a USF player whose rifles are stuck at vet 3.
I've had games where, at most, only 1 infantry squad is wiped the whole game from each side until the late game. Both players had equal unit survivability, but late game I get boned because my OKW opponent has extra bonuses for his soldiers while I do not. It is, frankly, stupid, for one player to be rewarded more than the other in this manner.
The balance is indeed finaly getting some shape. I did some games against Aerohank in a 1v1 and OKW isn't OP. With normal fuel income and stuff your tanks come out the same time to 1-2 minutes later than the allied tanks. Although OKW tanks get way better in the long run because of their vet it doesn't mean that they're unbeatable. I think it's more about to make the OKW player missplay to take a tank/unit out of position.