Like the idea, though not what OP wrote out.
Personally I'd do a Panzerjeager commander like so:
1) Vehicle Awareness: Passive ability; all/ some infantry squads will reveal nearby enemy vehicles in the minimap.
OR
This is a toggle ability, and squads will be camouflaged but immobile and cannot attack while toggled. This is similar to a cut feature from the game.
2) Panzerbuchse Battlegoup: 250 Halftrack carrying a squad of Volksgrenadiers armed with 2x AT rifles. Higher manpower and fuel cost since it comes with the light halftrack. This variant cannot use Panzerfaust or upgrade weapons, but has 2 weapon slots and has temporary snare ability (ie Tread Shot or Button Vehicle).
OR
The Volksgrenadiers come with 1x Panzerschreck
OR
The halftrack deploys Obersoldaten
OR
The halftrack deploys Obersoldaten and carry 1x Panzerschreck
3) HEAT Rounds: Same from Elite Armoured Doctrine
4) Valiant Assault: Same as Luftwaffe Ground Forces
5) Stuka Panzerknacker Strike: Select ability, then select target enemy vehicle: the vehicle will gain the Command Panther's Coordinated Fire debuff and its position will be strafed by a 30mm Stuka (same as CAS doctrine ability). The plane strafes once, flies fast, and can be shot down. Enemy vehicle will be marked, but can move away to avoid the strafe.
Reasoning:
-Part of hunting down enemy armour is finding them, so I came up with a sort of copy to CoH1's Panzer Elite ability of similar theme. Less of a "cheat" ability as Artillery Flares, as it relies on your infantry rather than munitions and select anywhere. For comparison, Soviets' Armoured Vehicle Detection is global, cost 60 munitions, last 30 seconds, and according to game text detected vehicles are 2x the normal sight range your closest units.
-I personally dislike the idea of making a unit dedicated AT unit, so I came up with a compromise by designing a variant (similar to UKF's Tank Hunter Infantry Section) that is armed with a different weapon. Being doctrinal unlock and the costs include a halftrack, this prevents blobbing as the cost now includes fuel, no way you can blob AT infantry now, not unless you want to never tech or get KT.
-Valiant Assault is a general assist to infantry as it improves both firepower and movement speed. But this is more of a filler idea, it can be replaced by pretty much anything that might prove better, such as Heavy Defenses that give Tank Traps.
-HEAT Rounds are to augment your vehicles' AT firepower.
-Stuka ability is a generalist off-map ability.
OP's idea isn't bad either, the PJ squad could just be Jaegers armed with AT weapons instead of G43s, and otherwise are identical in everything else, ie spawning from ambient buildings, being OKW version of Partisans. It can just be called "Jaeger Antitank Squad" and copy same voices (which I believe is itself a ripoff of Stormtroopers).
If I were to re-do the OP's idea, then I'd do it like this:
- Combine the AT Rifle and Teller Mine abilities into one, and add another thing like Heavy Defenses for Tank Traps
-Call the Panzerjaeger "Jaegers Antitank Squad" so it's clear that the unit is basically Jaegers with an AT bend.
-Artillery Flares and PaK43 is ok, but I think it's better if there are some more interesting abilities.