I think many of the comments on here are missing the point of the real change in OKW.
OKW was a faction originally designed as late war western front units...units that were mixed veterancy and quality, mostly green with some absolutely bad ass units mixed in. It was also based on the idea that fuel and munitions were at a premium and big shortages existed. That's why I liked the faction. It did a nice job of being "different" from the others while trying to stay true to the late war situation the Germans faced. Fuel or munitions transfer helped to translate this real life problem into gameplay and made for interesting strategic decisions.
NOW, it just feels like any other faction. Is it more balanced? Yeah sure it is. Could Relic have maybe found a way to balance it without going away from its original design? Yeah, I think they could have.
I disagree. Not because I think that anything you said was wrong, but because I think that historical accuracy for a video game is more about forcing the player to confront the same problems that people did at the time, not just making sure that the uniforms and vehicles are historically correct.
By that metric, old OKW was a straight-up failure. The Germans in the ardennes needed a quick victory. A slow turtle win in the west would just have resulted in the Soviets breaking a chair across the back of Germany's proverbial head. But all that neat veterancy and late game tech incentivized OKW players to play conservatively until their late game advantage got out of hand. Even including the resource penalty, Relic got the basic strategic situation backwards IMO.