I am going to bring this topic back to the front, but please let us ignore the OP's original video and just talk about Counter Barrage.
In my opinion this ability is far, far too good for cost (free). You get to counter barrage starting at 4 cps (sometimes allowing you to cover nearly the entire map). In addition, since you are heavily invested in emplacements you have very low MP bleed and can afford to build up tanks. Turning off one 25 pounder is fine to get tank out, and building the tank during the cool down is no problem.
For Katitof, while I agree that this ability is the Wehr ability, I think you overlooked some serious differences, including:
No direct cost to acquire (picked up as part of normal tech)
No pop cost
No need to defend arty
Comes much earlier
Hits much harder (2 shots per discovered artillery fire)
Requires no vet
These differences drastically improve the counter barrage that Wehr has. On top of that UKF base arty main role is still supposed to be its use in conjunction with IS. But it is so far from useful with IS that counter barrage effectively has no opportunity costs.
The ability should probably operate on a timer, or maybe by selecting a sector on the map. Reducing its effect is still unattractive because it requires no player input or planning. You just leave in on until you need a tank.
OK a couple of points that seem missed here. First the ability only unlocks with cp's, 4 if I remember correctly. So it actually does have a cost and it isn't available all that early. Second, which a lot of people seem to forget, any unit that has counter battery toggled on, can't do anything else. That includes base structures that while country battery is active cannot produce units. That's a big opportunity cost right there, especially with a cooldown of 30 second everytime you swap counter battery on or off. You either have fire active, you produce units. Also fire from infantry flares is not available. Third, the mortar counter battery is laughable in the low amount of damage it does. The only fire that is actually dangerous is the fire from the base howies. And if you can't shoot and scoot, you do kinda deserve to loose units to it.