First off thanks for the response, (or at least liking another response). I have done similar things so far, so hear are my responses.
Replace Relief Infantry with Mobile Defense Ostruppen
The psuedo-defensive ability of Relief Infantry is incredibly clunky to use with the Wehrmacht's 4-man squads. Why not just let the Soviet ability which works better be unique, and allow players to gain Ostruppen squads directly instead of having to pay munitions and manpower (for reinforcing units lost to fuel Relief Infantry) for those mediocre soldiers?
The problem with Ostruppen, is the fact then come a bit late. This is why I have replaced Ostruppen Reserves with regular Ostruppen Dispatch. The usage or over usuage relief infantry is a bit of a trap, for you are receiving weak infantry who need veterancy in order to be effective. Granted this ability needs something changed, I have nerfed it from up to three squad to two squads.
Swap LMG Grenadiers for Assault Grenadiers in German Mechanized 250 Halftack
This is a no-nonsense, straightforward change which will allow assgrens to live in more than one commander. Honestly, why fill the 250 halftrack with basic Wehrmacht infantry? On that note...
Give the 250 Halftrack... something
Manpower cost reduction is a given, but even so, there is little point to this risky doctrinal clowncar. An mg, an upgrade to the 250/7 mortar halftrack, a recon ability, ability to drop panzerschreks, something.
I took another approach to the 250. An empty 250 can be built for 150 manpower much earlier on in ordered so it can some more usage and it can garrison mortars (excluding the 120mm) who can fire out.
Replace Close Air Support Doctrine abilties with their loiter counterparts
I personally felt that this is how CAS should've been balanced. Bigger abilities make munition transfer more relevant, loitering introduces counterplay, and it gets rid of the silly "dodge or be murdered" game which CAS currently presents.
Yeah, think people right now believe loiters are on the OP side hence why I made the Anti Tank Loiter to a strafe variant.
Fold G43 Upgrade Package and Model 24 Stun Grenades into the same ability
Another case of extending rarely-seen abilities together to promote their usage. This would very likely come with an increased munitions cost for the upgrade, but it'd still be interesting. Give Elite Troops the stuka suppression run/fragmentation bombing run or something.
Seeing how my mod is has already swapped G43 and LMG 42 this will not extacty fit in. Additionally, stun grenades are strong enough to be their own doctrinal slot.
Consolidate Vehicle Crew Repair and Repair Stations
Soviets have so many repair options, it's rather silly. Fold, replace, or whatever you like, but at the very least Soviet Industry doesn't need two of them. Give them IL-2 strafing support for a proper munition sink.
I do not know of anyone who uses vehicle crew repairs often. Changing is maybe necessary.
Replace Conscript Repairs with For Mother Russia!
Hell, while we're at it, remove the other widespread repair ability to something more immediately valuable for conscripts, and to make the remaining repair abilities more valuable.
I think Conscript repairs are fine myself.
Add near-instant reinforce time to Rapid Conscription
The instant reinforce time of the British Air Resupply Operation would be a brilliant addition to this rather bland ability. It just makes sense.
This is an interesting idea, maybe with Ostheer's and OKW's Counter Attack as well?
Do SOMETHING to Elite Vehicle Crews
This might be the single most useless ability in the game? 90 munitions to make something you don't ever want to see away from a vehicle half-decent in combat? Make it into a weapon-rack upgrade, make it an automatic upgrade and/or a half-sized upgrade for Rear Echelons, just don't keep it how it is.
I chose with replacing it with Withdraw and Refit
Replace USF Recon Sweep with M10s for Recon Company and Bulldozers for Mechanized Company
This ability is incredibly redundant with the Major, although I do recognize that there are some differences. These two commanders are widely seen as the weakest that USF has right now, and a lot of that comes down to poor late-game presence. Giving them sturdier call-in vehicles can help with this issue. Of course, the Mechanized version could also be replaced by a certain heavy tank...
Currently I have adjusted the Sherman with a dozer upgrade which increases health to all more tankiness.
I chose to change the Recon Support with the Loiter and the Mechanized with Combined Arms
Fold Riflemen Flamers and Riflemen Flares into the same ability
Flares are very rarely used, and this could make way for inserting Riflemen Field Defenses into Rifle Company, which seems rather appropriate and would further diversify defensive options like the Eastern Front changes I proposed.
I actually did something similar. I combined the forward observers and flares for they both provided sight. The Flamer upgrade I moved to Lieutenant tech and replace the directional ability with Riflemen Field Defenses.
Fold Radio Silence and Artillery Flares into the same ability.
Similarly, who uses Radio Silence? Both abilities firing at the same time fit with each other, silently spotting for a slightly sneaky attack. Mostly though, it'd free up an ability slot. I'd suggest HEAT shells or even Wehrmacht's Breakthrough (Encirclement Doctrine) for added 'elite' capabilities.
This could be interesting. Over course it need to be renamed, maybe Silent Operations?