I'm a USF only sort of player branching into OST sometimes. Let me gib some thoughts on the USF commander changes.
Armor:
1: 5 person flamer squad is scary. No fucking joke about this guys maybe think about reducing the manpower cost to call in the Assault Engineers and keep the squad size of 4 and let the 5 man be a vet upgrade just like the RE squad. A flamer is a godsend for USF games imo as I actually still pick Armor company a lot on maps that I need a flamer in (Better than Rifle Company imo cause let's be honest that commander is outdated as fuck and probably needed a change more than Mechanized) I wonder if Assault Engineers might scale better than Assault Grens now lol
2: M10 HE shell is... um... weird? M10 is such a munition sink now it's kind of ridiculous. Its vet gives pretty bad bonuses but a lot of abilities for some reason. I'd trade the HE ability to be able to use HVAP immediately at stock. Does the M10 really need a critical shot ability, its infantry damage kind of sucks too.
3: Sherman Bulldozer will be quite powerful now, a lot more than the Calliope and the Sherman HE at killing infantry. Good pairing with the Jackson but competes for fuel :0
4: Veteran crews have always been bad and it's kind of too late to save it now, just another munition sink that doesn't really add a lot of value but then again I'm really keen on saving my crews most of the time so hey this might help the crews be anything more than a Zook Carrier or a capper.
5: Overall it feels like this is a move to try to buff Armor company back into relevancy while giving it some really loaded buffs that isn't really a commander rework rather than stat buffs up the ass. The Mech reworks feels more like an actual rework. If you wanted to buff Armor do it on the side but Rifle Company really needed it more than Armor in my honest opinion.
Mechanized:
1: Call ins, Call ins, Call ins, Calvary Riflemen, Call ins, feels like airborne but with light vehicles instead of support weapons, call ins