Then you read this incorrectly. I have attempted to include a few changes that would help bring all factions in line. The JT and the CmdPanther have too large an impact on team games.
The range nerfs to the JT just bring it in line with current units. These stats still reflect pre-Brit deployment of the unit. With the addition of snares on basic infantry units, and as Mr. Smith point out, suppression, I don't see how flanking a JT is even remotely possible in large team games. Right now if I see volks I can try to blow by them to flank, but as soon as the fausts are there I will lose all my tanks just on the approach. Fusilliers give LoS to prevent sneak attacks, and the MG will deal with guards or zook blobs.
The CmdPanther is cost effective at vet 0 right now. It comes with MT, gives LoS to itself and others, and requires no tech. It also buffs Allied units. What I want is to prevent a vet 3 CmdPanther from winning the game. What Allied team can deal with a Tiger Ace or a JT getting buffs from a vet 3 CmdPanther? Fixing the vet issue would be enough.
I get your points then. And I can agree with the range nerf to the JT and his ability. But furthermore taking away the motor upgrade plus turning it into a one time call in is too much. It´s not a tiger ace, but a specialist tank destroyer.
Slight tweaks to the Command Panther are valid I guess. Although I never had a problem with a Command Panther in 2v2 though. I guess the impact in larger teamgames is way harder.