It could be an idea to try. However, messing with DPS curves is very messy. It took us a lot of effort to test new Conscript DPS curves before we felt confident with releasing the mod.
The new Tommies click just fine when fighting vs OKW. There's flanking both ways going on, and it doesn't look like the Battle of the Blobs.
In the interest of making UKF vs OKW not feel like USF vs OKW, I'd rather Brens not require being stationary. Sapper Brens are already kinda in-between, in that the DPS is concentrated in shorter bursts making relocating a bit less punishing.
If Tommies are to remain a low-combat utility unit, this means they need to beat infantry head on (unless outmicro'ed). To prevent A-moving Bren blobs, I think that the current implementation of the cover penalties system is better; Enfields remain reliable for the early game, and Bren-blobs don't become the next A-move thing.
Double Vickers-K, with the current stats, and without the stupidity of the Scoped Enfields toning them down would create unstoppable A-move blobs.
DP-28 is a safer option because we already know that double-DPs are not -too- powerful.
It just isn't worth the time required to figure out how to limit DP-28's to one when picked up from the ground; that, or figuring out how to solve all the race conditions that might arise if you try to donate DP28's directly to a squad.
Also, I don't think relic would appreciate if the halftrack system was scrapped. The halftrack is, potentially, the #1 reason why people might have paid money for this commander (as opposed to just going Vanguard).
The Bren Gun should be left alone, honestly. It's great as it is. I can equip one at maximum and have an extra slot for picking up spare weapons. Plus equipping only one was something I did often even before this mod so I like the improved Bren as a result.
The weapon was designed to have a slow rate of fire in order to be more accurate so it's a great weapon for Infantry Sections in the Trenches. Lowering their accuracy at long range would destroy it's ability to be a defensive weapon. Infantry Sections simply are not suited for moving in closer to the enemy, due to their moving accuracy and shouldn't be forced to operate in that manner just to make their "Upgrade" useful. I also don't want to see them get fired on the move since that is a unique trait for the Commandos only. Need a more mobile LMG platform? Get an upgraded Universal Carrier and you have it. Please, no BAR-like Bren Guns!
As for the Vickers K, I tried it with the changes and I wasn't impressed. The Vickers K was made as Britain's answer to the LMG42. You wouldn't know that by looking at it in game right now. If it really had to be redesigned, I would make it more like the MG42. It's fast firing rate (Comparable to MG42 in real life) would mean great short range, decent mid range and terrible long range DPS.
We should think of it as a LMG made for the Offense. Non-Doctrine Heavy Sappers get this LMG but they also have Sten Guns that are only good at short range so maybe it was intended for offense? Make the Vickers K suited for close range combat and that will be it's distinct purpose. Could merely just need a drop in long range accuracy and a longer burst at short range.
That being said, the fact you can equip two and pass them to other factions might be overpowered (The live versions at least, the mod version is a waste of munitions). Alternatively, is there anyway to redesign the Halftrack to allow infantry to upgrade to it's on board weapons when they are near the Halftrack? Or better yet, make the Halftrack use the ability to give the weapon to a chosen Infantry Section directly, as opposed to simply dropping it? That way, trying to limit them to one per squad would be less complicated? Of course this means you can no longer donate weapons, but it might be for the best.
Easy, nerf rifles and make ambulance spam the only viable option for usf t0. Seriously, what else are you even supposed to make?
Mortar spam?