If you played the mod you would know, but I'll explain somethings if you haven't:
1. Volks are good early to mid game, particularly with the StG 44 timing, but they taper off greatly mid-late game due to their generally lower durability and even with veterancy their firepower isn't amazing compared to vet 2 LMG Obers or vetted Sturms at close-range. Every game I played, they generally needed to be supplemented by support weapons or elite infantry where they are relegated to defense/screening versus vetted Allied infantry and incoming armour.
I had a game versus Tightrope awhile back where the Volks just simply did not cut it versus USF as they would lose in msot engagements unless it was Rifles coming around a corner versus a still squad. Obers on the other hand, once vetted could care less about their terminator veterancy bonuses if a squad decided to peak out of cover and were much better at wiping units. They probably also bled me less as they could trade effectively unlike Volks in the late-game.
*Weapon also do not mean the stats are the same as others of its kind. PG and Sturm StGs are drastically different as are Guard and Conscript Mosins as are Volk and Ober Kar98Ks. The Volk StG is good at mid and retains the Volks DPS at long, but it is worse than an AG MP40 at short.
2.MG-42 was the simplest. I didn't want to remove the Kubel as that takes away an OKW opening which is unique in that it trades scaling for scouting and early map control. It can be changed if needed. Though Kubel should stay non-doc imho and be an interesting point-harrasment/scout unit with some AI power.
3. The current patch changes don't take note of the changes to OKW Battleroup HQ that I did which were a buffed ISG with smoke included to allow for assaults into support weapon heavy areas and improved flak HT while remaining the cheapest of the trucks.
Two strums would provide more firepower than 3 sgt 44 volks volks, i think. costs less munis and manpower