Yeah the StuG should still scale well into the lategame, it will still have target weakpoint though it does feel increasingly irrelevant and could be replaced at this stage with something else. And will still have a high RoF with good. At most i could maybe see it's vet 2 bonus being more useful. But beyond that the StuG will still have several advantages over the SU76 and will still be pretty good.
TWP (all variants) could use some QoL changes to make them easier to use. e.g., activate the ability and then you can fire one and only shot with it, but you have a longer time window to do so.
We can't release all features at once, because it takes time to develop some of them!
- Having said that, one thing I would probably be reserved about is the changes on partisans. As someone mentioned on reddit, then what would be the point of spawning partisans behind enemy lines if they have no specialized equipment ready? The purpose of partisans is a quick response harrasment, which will be completely negated by stripping them of abilities.
I could see the reasoning behind the cooldown on grenades so AT guys are not able to both snare and schreck and AI guys can't get a guaranteed clear and capture of secluded mgs and mortars.
By sending rifle armed civilians behind enemy lines with only rifles only to place mines and eventually be equiped to put up a fight seems like a very situational ability to put it lightly.
The idea behind infiltration changes is that you are not supposed to spawn them exactly where the action is happening; you are supposed to spawn them even further behind, use their stealth to upgrade weapons (it doesn't take long), and THEN strike on the enemy.
In the meantime, you can lay mines with them, and be annoying, etc.
Then, once your hit succeeeds, you retreat, reinforce and try to stealth inside the territory again.
The idea is that if we give infiltration units the right scalability features, they will become a viable long-term investment, rather than something you simply throw away to get a wipe.