Sound good. Cost decrease is a reasonable move. Does it also include reduce reinforcing cost?
At the moment, no reduced reinforcement cost. The problem is that (imo) upgraded and bolstered Tommies are well worth their 28mp to reinforce, being one of the strongest mainline infantry, so we can't really change that without creating a somewhat counterintuitive situation where they'd get increased reinforcement cost after bolstering or something.
In your opinion Tommies mainly require the buff in late game. I would say the bigger issue is in the moment when they still haven't reached vet3, 5-men upgrade and bren upgrade - so around vet1-2 stage.
I personally think Tommies have 3 (minor) problems right now:
1) slightly underwhelming at the start of the game;
2) slightly underwhelming mid to late game against Axis elite infantry, as the UKF doesn't get effective light AI vehicles and don't have brute strength elite infantry themselves;
3) players not having adjusted to the changes yet and still trying to run them without Bren upgrades.
The first problem should hopefully be solved by a lower production cost. We can always do some additional minor tweaking later (partially revert the RA nerf, or add a very small cooldown bonus when in cover, etc.) if early game performance is still lacking. The veterancy accuracy buff seeks to help Tommies fight elite infantry mid to late game a bit better, so the UKF isn't forced into getting a Centaur/Cromwell just to fight infantry every time.
As for the third problem, I personally feel a lot of the "Tommies feel underwhelming now" complaints are caused by players still using them without weapon upgrades, and I'd prefer to wait until people adjust to getting Brens/Vickers every game. Weapon upgrades are basically mandatory for all mainline infantry, Tommies shouldn't be an exception. Double Bren Tommies are still very strong infantry.
It does kind of suck that Bolster is a mandatory upgrade now (even though imo with UKF's cheap tech they don't really suffer from it apart from being a diversity issue), and ideally we could make it more of an interesting strategic side-upgrade so that the early and mid game / 4 men and 5 men performance gap is not as extreme, but that would require quite a major overhaul to fix and the effects of such a big change would be hard to predict (like when AT grenades were introduced to Sappers), so that's basically off the table until after the tournament at least.