To make a fair comparison players should also make note that conscripts are tier zero. This means while the ost player is building their tier one building the soviet player is pumping out a conscript sqaud from the hq. This gives the soviet player a little extra capping power or a two cons vs one gren scenario.
Also by using merge you can gain vet on one of your con squads real quick. Use one con sqaud to do the fighting and the other to merge. This keeps the main cons sqaud on the field and fighting with out retreat. You would be surprised how well this works.
The problem I have is that you need around 4 to 6 cons sqauds at the start to compete. That takes up valuable cap space. When the cons become useless mid to late game you have to suicide vetted cons to free up the cap space for real infantry. This throws away valuable manpower, it also gives experience and cp to the enemy for free just so you can build the counters against lmg Grens. You could dynamite the sqauds to get around this but it is stupid that soviets have to resort to that.
Remove all tier zero combat infantry for all factions. Make every faction start with a engineer sqaud. Players can choose multi engineer start into tier one or go straight tier one at the start.
i see where you are coming from. giving them upgrades such as non-doctrinal pssh and dp28 would be nice. they should be the same at tier 0 and perhaps have the weapon upgrades tied to tier 1 or two. Perhaps giving them better vet bonuses would encourage using conscripts throughout the game and having a fighting chance against OKW and OST.
I thought of an interesting idea...
since guards infantry are more experienced and veteran than normal conscripts, it would be amazing if vet3 conscripts magically became guards squads