Stormpios have a popcap of 9. Pios & CE have a popcap of 5 , RE of 4 - they all get + 50 % repair speed on vet 2, Stormpios get +25 & on 3.
So for every stormpio squad you can basically get 2 Pio,Re,Ce squads. This comes with more capping power/harassing power but that's not the discussion here.
Reaching vet 3 with a Stormpio squad takes some time and is usually not achievable till late game, if you manage to keep them alive.
If you haven't noticed, every Squad has unique abilities, Pios can lay down s-mine fields and teller mines, CE can lay down bombs and RE can lay down non-doctrinal tanktraps + shout grenades out of their fighting postions.
And storm pios can repair due an upgrade faster + stun grenade at vet 3.
Now OKW needs to repair their tanks faster because, as one king tiger usually faces 2 IS-2s. So you need to be quick back into comeback because in late game you hardly ever have other tanks if you save for heavy tanks. You are always outnumbered in an equal match by vehicles, however you have the asset of being able to repair faster.
Another aspect you seem to forget is that the OKW trucks need frequent repairs if placed even slightly outside the base. Repairing them takes time, thus decrease cap & combat power & map presence, if this time is increased (due longer repairs) you nerf therefore not just repairs, but also map presence and the numbers of engagement you gonna face, as Storm Pios are main combat troops.
So if you nerf the repair speed, nobody would place their trucks outside the base, because it becomes even riskier, thus you take away a core feature of the OKW - truck emplacements over the whole map.
Engis/Pios repair with 1,4 health per sec, while Sturmpios repair with 2 health per sec. RE repair with 2 health per sec.
So you see 2 Pios/engis = 1 Sturmpio. Taking the popcap into account that's totally fine.
These are the reasons why I consider the different repairing speed as asymmetrical balance. It should not be nerfed.
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