I'm not gonna go in order of importance but rather what i'm seeing here in order
http://stat.coh2.hu/okw.php
-Reduce incremental value of units when they get vet4 or vet 5
-Make it so that vanilla weapon crew deals the same (low) damage as other crews from other factions
-Volks: (somehow) they can pick up a weapon from ground after they upgrade to STG but it overlaps one of the STGs.
-Sturm: medkit stash procs an AoE healing. No longer requires vet. Replace vet1 with 25% construction rate from vet 3. Move from vet 5 "no longer receive penalties while repairing" to vet 3
-Kubel: detection has a cd. MASSIVELY reduce vet requirements.
-Rak: cd on cloak. Reduce aim time and balance it with reload.
-ISG: better antigarrison capabilities. Smoke and Hollow shells (modal). Reduce by 10 AA range but keep it on barrage (which has to be part of an overall change to indirect fire for all factions, AA less effective but improved barrage)
-IR HT: fixed maphack.
-Flak HT: +20hp, smoke cost muni, improved weapon performance (specially antigarrison), QOL on setup time and if possible bugfixing
-P2: fixed mg for cautious movement (cd on skill)
Regarding medics:
-Make it an upgrade tech on HQ. After researched, give it X cost (mp or muni) and you can build medics on HQ or on Battlegroup
or
-Medics comes with BG HQ. Increase cost to deploy Flak HQ with the current medic upgrade cost.
Regarding Flak HQ:
-Deploying Flak HQ comes with Obers n JPIV. It cost half it's current cost but doesn't have access to PIV, PV or the flak gun. Flak gun upgrade unlocks the rest.
-Ober: whatever change makes them slightly more cost effective prior to hitting later vet stages. Vet4 passive suppression becomes either a defensive stance not been able to toggle on combat or becomes a muni suppression ability (just remove the passive suppression).
Just read it: swap cancer nade with nuke nade. Nuke nade unlocks on vet instead.
-JPIV: phaseshift and ridiculous vet5
-PIV: (in general) +10 pen ?
Doctrinal:
-IR STG: adjust it so it's more on the AR profile
-Heavy fortifications: increase construction rate
-Flak bunkers: OKW inside base flak HQ are replaced with MG bunkers. The HQ flak bunkers are moved to be buildable from heavy fortifications (improve AA capabilities)
-Valiant assault: not sure if it's working or been effective.
-Airborne assault: legend says there was supposed to be an AT strafe
-Sturmoffizier: give it scaling veterancy
-Emergency repairs: i don't want superglue 2.0 but give some love
-Panzer commander: talking about spreading the love
-ST: start by removing the bs crits. -1 damage would make wonders.
-LeFH: give it proper veterancy, specially at vet4-5
-Zeroing: improve it or reduce muni cost from 300 to 200
-Hetzer: yeah, there is a flamer hetzer in the game
-Forward receivers: once all trucks are deployed, give radio intercept
-Sector assault: it's bad. Give greater than three