There was a bit of a miscommunication in some of the patch notes explanations. Kyle edited our notes to be more concise, and we didn't pick up the discrepancies before it was posted and we got peoples responses. So I'll clear some of these up.
It also sounds like you haven't played the mod, I encourage you to do so and I'm sure you'll see for yourself it plays out much better than you realise.
Light Tanks/Vehicles
Squad Formations & Clumping
Functionally unaddressed.
It's partially addressed; squads have much better formations in the open and shouldn't clump as much when walking through things such as craters. But unfortunately we are unable to fix the issue of clumping behind cover. This is hard coded in and would require a programmer at Relic to fix, something very unlikely to happen. We have some other ideas of how we can fix the problem resulting from clumping. But discussion for another time.
USF Mortar
Less range is one way of handling things I guess. Thing is just as lethal and now is a bit more mobile. If the mortar has trouble invalidating MGs so rifles can't freeroam onto any and all PAK positions then I'd consider it fixed.
There's actually a lot more changes to the USF Mortar than the notes display. Due to a few issues with the USF Mortar, we started again from scratch with a new unit which is a clone of the Wehrmacht Mortar. Fromt he Wehrmacht Mortar, it then has the changes noted in the patch notes. This means that on top of what is listed, the USF Mortar has a slower barrage speed and it doesn't get the scatter bonus at vet 1, which was probably the strongest thing about it.
Penals & Guards
Removing flamethrowers is not a bad move, but it kinda leaves a void. I like that it opens up conscript molotovs more for anti-garrisons, but I feel that Penals need some kind of upgrade to put them into either into a long range (DP-28) role or short range (PPsh) role. Of all the changes this seemed the most appropriate, if not the most negligible.
We actually experimented with the PPSH change at first but decided not to go with it. Firstly Relic didn't like this change as it was cut from the May Balance Preview as it overlapped with Shock Troops. But secondly it was a liability for close quarters combat maps, of which there is now a lot. PPSH upgrade would have either been a thing worthless in most maps and then overpowered in some such as Rustwork Essen, Caen, Bryansk Forest etc. It was a risk we didn't want to go with. DP's would probably make penals even stronger, and would overlap with Guards. You have to remember that Penal Rifles are incredibly powerful, it's not like Conscripts where you're upgrading from weak rifles, so by giving them a munitions upgrade, it would have to make them even stronger which is the opposite of our intention.
Wehrmacht Infantry Scaling
... Accomplished by making medkits heal for longer?
There's a lot more to it than just that, as many of the other changes in the mod directly help this. Penals are Guards will no longer be outscaling Grenadiers and the Light Tank nerfs will greatly help Wehrmacht infantry stay alive into the late game so Wehrmacht aren't behind on squads. Riflemen are also losing double M1919's, and they are also getting a nerf to their vet 3 Received accuracy bonus. This one accidentally wasn't documented in the change notes (my bad) but it's definitely in there. So Grenadiers and Panzer Grenadiers will definitely be scaling a bit better.
Regarding British, we had some changes in mind to do with Double Brens, but to prevent double Brens it required some other changes to compensate which were out of scope and cut by Relic. We are working on ways to try and include this in a more concise way so we can get this through.
But ultimately there is lots of other underlying causes as to why Wehrmacht infantry are weak, but they were lots of other issues that requires some big changes which were out of scope for this small-scale and limited patch. This includes things like Demos, Rocket Arty, HE SHermans, Pershings, Cromwells, Comets etc.