I'm not a great player and I don't claim to be, but here's my analysis anyway.
(0) M36 Jackson Tank Destroyer HMG Upgrade: Adds an HMG to the part of the Jackson where the HMG would go...
This seems a bit weak in my opinion. Sure, it provides some anti-infantry capability to a dedicated tank destroyer, but the M36 would still be fragile and I'm not a huge fan of adding AI to dedicated AT units, (looking at you, StuG G) not to mention that due to how the game's coded, the HMG wouldn't fire if prioritize vehicles is on, but that's an entirely different issue.
(0) HMG Nest Upgrade: Upgrade a Fighting Position built by an Rear Echelon to an HMG Nest (the ones you find in your base)
Again, just a weak feeling ability. While it would be nice to allow the fighting positions to gain a bit more durability, it just feels like it wouldn't be that useful unless you were going for bunker spam, which seems against the mobile feel of USF and this commander.
(2) Deploy Code Talker: Specialized Infantry that can deploy Radios to hide your units. [Said radio works just like a beacon when handling paratroopers] Can deploy from any ambient building.
I like the idea of some kind of infiltration unit for USF, but I just can't really tell what you're going for here. Are you trying to add some way to give cloak to all nearby units or just to hide them from the minimap? I mean, I feel like you could make a really interesting unit from this, I'm just not quite sure what you're going for exactly.
(4) Radio Silence: (Same as the Oberkommando Ability)
I'm not sure about this ability. I just really don't see much of a use for it. It fits with the theme you're trying to set for the doctrine, but it feels like a weak ability for OKW, and I don't think increasing its CP and making it for USF would help much.
(5) Paratroopers: Same as the normal ones, just with the ability to upgrade Bazookas and M2 Flamethrowers on the field, instead of having to go to base to equip them.
It's a decent idea, but it seems to fix problems which USF doesn't have. While it does allow for building clearing and light anti-armor support from easy-to-deploy units, I just don't particularly see much use in it, especially at 5 CP. I've never really wanted to put zooks on paras, and while the M2 could be useful early on for building clearing, I'm pretty sure 4 thompsons will kill the unit inside the garrison much faster.
Overall, I like the thematic direction of the doctrine, but it just feels a bit weak. It just seems like it wouldn't really plug any holes in USF's lineup, and while it could add some interesting options for USF, it just seems like a weak alternative to regular airborne company.
One more thing
Alright so, I was bored in class and made up a commander designed for the Pacific Theatre
I know there was at least one jump done by the
11th Airborne in the pacific, but it wasn't a very "popular" method of transportation onto an island. Also, the whole pacific thing seems to be a hoax, so I wouldn't get your hopes up, for COH2 at least.