Mate, the hell are you talking about?
Sturmpios are way more expensive than Ass grens plus come out of the same building as their MG, couple it with my suggestion of buffing it and increasing it's price and you'd get a more MP heavy start than the Wehr one.
And no I'm not an OKW fanboy like you probably think and I'm also a modder and have done and tested the changes myself to great effect, I also play a lot of Brits. So there.
What I am talking about is obvious. OKW cannot have an MG available at the start of the game because in combination with the starting (free) sturm pio there is an obvious imbalance if the OKW player rushes opponents cutoff.
The reason I made reference to Assault grens was to nullify any argument that Ost have a starting mg and CQ unit so why can't okw. Well assault grens are not op, nor as strong as sturmpios, have certain weaknesses and do not scale into the late game. Ost also has less options than okw, as T1 is skipped when going ass gren builds, so t2 is only option whereas okw can go t2 or t3.
Sturm pios cost 300, assault grens cost 280, hardly a huge difference. Ost has a starting mp/fuel advantage of 80mp/10f but higher unit costs generally.
If okw had a t0 mg, as you desire, a scenario like the following would play out.
Okw build 2 mgs, a kubel and tech to t3 for 970mp/65 fuel. ( Teching to t2 cost 25 less fuel )
In comparison :
Ost build 2 mgs, an ass gren and tech to t2 for 1100/60 fuel. (Teching to t3 is impossible)
I have based the build order of both factions around 2 mgs and a QC unit. The kubel is to back cap, the pio will back cap for ost. I have not considered medics as the objective is to get fast vehicles and capitalise upon early mg pressure, although okw does have sturmpio med kits.
Note the diffences.
- Okw is slightly cheaper mp wise.
- kubel back capping is faster, more mobile, can ninja cap and can be repaired to reduce mp drain.
- Okw still has access to volks, fausts and t0 at gun. Ost loose flexibility, grens, sniper, morter and faust.
- Okw has a healing option that doesn't require mp.
- Ost build is doctrine dependant.
Both sides can build additional units while waiting for first vehicle but it is okw that has more options and access to cheaper units to support the mg/cq units. Okw will also have the choice of luchs or puma as opposed to ost choosing a AC or halftrack.
Okw is clearly stronger when given an mg at the beginning of the game and if you increase the cost of mg34 the mp requirement will only just eclipse ost....
Edit : Being a modder doesn't mean shit unless your mod is played and tested by quality players within a competitive enviroment.