some of the suggestions for making sturmtiger more noticeable so somehow it balances out its wipe-ability is off the point imo.
remember old close air support commander? the one which had stuka AT ability that would kill any allied medium tanks (800hp ones included) if used half competently? people defended the commander by saying that it clearly has smoke signals... if you were on the edge of the map, you had 2 seconds to dodge or if you were in the middle of the map (2v2), you had 4-5 seconds to dodge.
but it was not about whether it had clear signal or not. the real problem was that it wiped tanks. it does not punish tanks, it kills them outright. that is the problem with designs of sturmtiger, demos and goliath. they are not "blob counters" they "unit(s) wipers". one sturmtiger shot, one goliath or one demo kills one squad just as effectively and all the while being worthwhile.
so if anything, like @buttcheeksontoast said, it should be redesigned so it does not go against coh2 basic logic.
My point is that balance currently seems to go like this: A community figurehead will target something they don't like then garner support from the usual parrots, and we'll see patch notes/mod changes reflective of that. Those changes are usually over the top, and switch up meta only enough for another flavor of cheese to dominate, people get fed up with that - rinse repeat.
The approach to balance should be more about changing as little as possible with each patch, so that new versions of the game don't have their own blatant over the top and over performing units that are targeted and over nerfed in the next patch. I get this approach may not be the most appropriate for CoH2, because from my understanding Relic doesn't intend to release more than 2 patches in a year - but the current mad dash to drastically change things up each patch just means longer wait times to fix issues created by those patches. Also, this community clearly lacks the ability to come at each topic objectively, another huge flaw in the philosophy that community driven balance can work.
That all being said I will agree that being able to silently park behind a shot blocker and fire through it is a bit cheesy, but as you stated it's comparable to demo charges and goliaths, which at times can also seem cheesy. I don't think that's reason to remove them or change them so that they function differently then they currently do, that just invites more blobbing. And we all know how much this community hates blobbing. There's definitely a solution to making the unit more "fair" while letting it maintain it's role - but finding that solution is going to require more thought than "remove from game".