Yet another approach could be to reduce the DPS of light vehicles and the effectiveness of their abilities but offer upgrades once a certain tech level is reached of stat and ability effectiveness.
The upgrade could be for each vehicles or a global one.
This is also an excellent idea. Many of the special abilities, like stuns (Stuart, AEC) could be gated behind Vet1 OR tech-tier (since it's difficult to make those vehicles even get to Vet1 in the late-game). The abilities themselves would have to get toned down, since some of them are beyond ridiculous (I am looking at you, 15-second AEC immobilize).
Currently, out of the fleet of available vehicles in the game, I would only ever consider rebuilding the following, in a late-game situation:
- The Stuart (for its stun)
- The AEC, for the treadbreaker ability, and it's sight-range that goes well with high mobility (if I can somehow guarantee it gets to vet1)
- The T-70 for its infantry killing-power and the sight-range
Some near-miss light vehicles for the late-game:
- 222; I would only build it for spotting scopes cheese. With a manpower cost reduction it could stand on its own though, screening for your tank-force (222 damage late-game is laughable, but that's all that 222 offers)
- Puma. With a self-spotting 50-yard range, this is a potent vehicle. However, it lacks medium-crush. This means it will get easily cornered and killed
Some vehicles that could really need help:
- M20. The manpower cost (340) is way too high. I know that the MP cost is there to prevent free officer + LV rush. However, for USF that could be fixed by offsetting some of the MP cost to the LT/Cpt upgrade. The m20 needs to be viable to build in the lategame due to sight utility/mines that no other stock unit can offer.