Actually I believe the intent was to
reduce house hopping to some degree or make it less effective and to make it slightly easier to assault houses.
The whole point of adding garrisoning/degarrisoning time was so that you could actually HIT squads in garrisons with grenades and flamers if you got close enough to do so without tipping off the enemy.
Wrong. The point of the change was not to make grenades in garrisons undodgeable nor was it intended that flamethrowers be guaranteed one successful burst. The changes are meant to make the squad in the house give up the garrison for a longer period of time when dodging counters, thus allowing the attacking squads a chance to take the house.
That's still not possible. Even a single flamethrower blast doesn't actually fire fast enough, let alone grenades.
You seem to think that if you get into range then you have earned the right to hard counter your opponent and that they should forfeit the right to dodge. Squads in garrisons should still be afforded the same opportunity as squads in the open (ie non garrison) to dodge grenades or flamers, the difference now is you have to give you have to give up the house to do so.
There should be a reward for getting close enough to a building without tipping off the enemy and forcing them to degarrison, and conversely, there should be a penalty for staying in a garrison to the last moment when a unit capable of countering garrisons gets close enough to use their weapon.
This isn't about wipe potential. It's about getting the game to a point where you can actually hit units in garrisons at least once when in range.
Wrong again. The point is to get the squad out of the building so that you are fighting on equal terms or conversely the attacker may take the building and gain the advantage if the previous squad themselve do not have sufficient building counters. It is not about being guaranteed 1 free shot just because you got in range of the building. If this was the case then buildings would be a handicap and certain maps would make CQ weapons op...
As I said earlier, a lot of people want to hard counter units in buildings with little or no more effort than they would squads in the open. Flanking, smoke, 3 pronged attack and combined arms are just too hard, instead some people just want to walk up throw a grenade and expect a positive outcome.