I don't want to get into this because it's not the point of the thread, but you bring it up anyway in a lot of threads, regardless of its relevance.
You always say these units are bad design-wise because they diminish the impact of relative positioning, which is a mechanic that you seem to be placing on some kind of pedestal. Stuff like (not actually quoting) "grens with LMGs are good because of relative positioning," "smgs are good because of relative positioning," "volks are bad because they're okay at every range and diminish the importance of relative positioning, turning fights into a dps race." A weapon profile that is okay at every range is no worse for relative positioning than any other weapon profile is. I have yet to see you argue why this is actually the case for, say volks and penals, and not for grens or any other unit in the game.
Put grens against guards. Where is the relative positioning there? They're both best at long range and are bad at short, so it's just a DPS race. Same thing for grens against LMG rifles, or against LMG tommies.
Rangers against assault grenadiers? Rangers against panzer grenadiers? Any close ranged unit vs any other close ranged unit? No relative positioning, its just a DPS race.
Long ranged weapons are not affected by relative positioning any significant amount more than weapons that are okay at all ranges.
When volks face a long range unit, they want to be in close range. When they face a close range unit, they want to be at long range. when they face a unit thats good at all ranges, they stay at whatever range they're at and it becomes a DPS race.
Just like how when lmg grens face a close range or mid range unit, they want to be at long range. And when they face a long range unit, they stay at whatever range they're at and it becomes a DPS race.
As long as two weapons are good at similar ranges and bad at similar ranges (or universally okay at the same ranges), relative positioning will not be a factor. Given how many weapons there are, you just can't have every weapon be unique enough so as to preserve relative positionings importance for every engagement.
On a different note, you refer to high lethality units, but as far as combat infantry is concerned (no engineers, vehicles, scouts, etc.), the only low lethality unit would probably be conscripts. I don't know why you refer to volks, penals, and guards as if they were some exception as high lethality units when every other unit is too. Fair enough if you dislike high lethality and want to bring most combat infantry down a bit using conscripts as a baseline, but I just don't understand why you single out volks, penals, and guards as if every other unit wasn't similarly high lethality too.
Took the liberty of moving to this thread since I have gone out of Topic.
Things worth mentioning. Weapon curves and relative positioning is not my idea but Relic's.
"Infantry Combat Tuning
The intent of these changes is to better define the strengths and weaknesses of each core unit relative to one another. We wanted to better define how each core unit should engage their perspective targets. For example, in a Grenadier vs. Riflemen match up, the Grenadiers want to maintain range. This is now a valid tactic, where in the past it was not. An integral element to this iteration is the introduction of received accuracy in place of raw damage. This was used in instances where additional fire power was not necessary in maintaining the established unit relationships. For example, Grenadier long range fire power is high enough to establish the unit’s relative relationship with other units, allowing us to increase their durability instead. As a by-product of this shift, short and mid range units should have an easier time closing in on their target. "
Weapons uses to have linear DPS and the main factor of of their DPS was price. Then Relic realized the potential of specializing weapon for specific ranges and create "relative positioning" for mainline infantry.
Unfortunately imo this was not expanded to rest of the units and to make thing even has started to be toned down gradually.
Having weapon squad with linear DPS curve reduce the effect of relative positioning since the DPS ration is affected mostly from oen weapon profile.
As for mentioning specific unit "as high lethality" that has probably to do with the fact that they are the ones that have changed the most (although my comment applies to other units also).
Penal got a very big buff in DPS, Vg got ST44 and Guards got also buffed (mostly when stopped dancing around and their real DPS become available).