i like that idea a lot.
To OP:
Why do you want to nerf OKM? I dont understand your reasons. If you want to point out its annoying we all agree about that, but its as annoying as other cheese in the game.
Stukas have one job and they do it pretty well. End of discussion. It doesnt need either a nerf nor a rework. Its not broken then dont fix it.
If you move rocket arty for OKM to T4 its a benefit rather a nerf since P4 is the most important rush in OKM, clearly this way you can choose mobileHQ and the swererHQ into a P4 or a Stuka if the game is team weapons heavy...
1v1 balance between OKM and allied factions is pretty equal, not stable, but equal to a point. There is no viable counter to team weapons for OKM rather than getting a wstuka.
Is not even a nerf right? It is op and brainless and skillless to play stuka series (no matter SDB,wStuka,SCAS) in team game. It is not supposed to have a click to remove any team weapon that promote 0 skill and risk especially cancerous non-doctrinal rocket artillery should be exist in vanilla faction only. And more crazy is that it can actually comes right after you build your first pack howitzer or 120 due to resource inflation and implicit 30% buff when OKW tech revamp happened that keep this unit cost untouched with its ultimate wiping performance. I just request it to slightly bring it inline with other faction, so this unit arrival time will be similar to other rocket artillery to give a gap for some of the ally team weapons that arrive lately at nature.
Try to play USF for those who say that OKW needs Stuka in team game or they dead. It is time for OKW player to learn to use their superior infantry to flanking and steal the artillery from ally's ground instead of always having stuka - the ultimate response to team weapon that immediately forbid any team weapon play that arrive earlier than any form of rocket artillery and still doesn't being restricted into infantry company lollll. Not to mention you still have ISG if you really like static play.