Removing Rifle Grenade would be like removing Oorah, it's a key part of the unit's combat ability. I use that comparison because Grenadiers can use Rifle Grenades to stun a Maxim and try to crawl away, whereas Conscripts can evade an MG by Oorah'ing away. Alternative you could compare it to the Molotov, aka forced decrew / retreat of any support weapon within range.
Using the "Grens with Assault Rifles" comparison, you should look into why x4 MP 44's for 60m aren't worth it compared to x2 G43's for 60m. The reason is because less G43's allow for some range, but still give you an incentive to close in, while the MP 44's force you to close in but you can't close in too much or you lose, and if there's no cover nearby you automatically lose. The G43's are more versatile and effective, while the MP 44's are funneled into a role that the unit wielding them isn't great at.
CoH1 Panzer Grenadiers are not comparable at all to CoH2 Panzergrenadiers. CoH1 Panzer Grenadiers start off as the weakest core infantry but slowly become the strongest core infantry as you upgrade them.
Likewise vCoH Grenadiers are not comparable to CoH2 Grenadiers, and CoH1 Grenadiers were much stronger than CoH2 Grenadiers. CoH1 Grenadiers had higher health than any American or British unit in the game, and were more accurate as well. They came out generally when Americans researched BAR's, but could still counter them with just their Kar 98's, and could get 2 MG 42's to counter any Infantry the Americans or British could throw at them. CoH2's Grenadiers are much weaker in comparison.
Actually volks grenadiers were the weakest. To be honest the comparison I had made was based off how a Wehrmacht player used pg, snipers, mortars, smoke and flame pios to assault weapon support teams. All that was needed was some basic skills and tactics. Not clicking a grenadier button with no risk whatsoever. This was one of the reasons Wehrmacht players were considered good players. You had to have skill to win. You are desperately grasping for things that are not being discussed.
Once again pg work great at their role. One bundle nade will almost sqaud wipe an at gun, support team or infantry squad. The assault rifles will Finnish what's left in about a second. Duel shrecks will make waste to any armor you attack from the side or rear. If you attack frontally, well that's a player issue and it is not a balance issue. The killing power of pg easily are worth their cost. Every time you use pg squad correctly you get squad wipes or tank kills usually followed with some vet. Even if you lose two models that's a pretty good return on investment if you ask me.
If a lowly conscript squad can get a flank on a mg gun and toss a Molotov without Oorah, why is it so hard for ost players to get a pg squad to flank and toss a bundle nade? Heck you can even use the vet one sniper shot to stun a mg and then frontally attack with pg. One bundle nade will pay for pg in mp taken. Retreat and heal up and use your now vetted and more effective pg.
I have listed many ways to ues pg effectively but you keep saying how terrible they are. It is a complete lie and fabrication of the truth.....