It is quite obvious that the Blitz ability of Axis tanks as well as TWP makes their Vet 1 much more desirable, and much more potent.
Instead of nerfing these abilities, I feel the Allies merely need something to make up the difference.
Soviets MBTs:
The capture ability of Soviet MBT's is often overlooked in it's usefulness, but it provides no direct combat benefit like Overcharge or Blitz so I feel a new ability is needed to replace capture
At Vet 1 the T34 variants gain infantry hand holds on them, allowing a single squad to ride the tank into battle. While on the tank infantry are more exposed to enemy fire and thus take 25% more received accuracy, but with a reduction in ROF they can attack enemy infantry.
At Vet 1 the IS2 gains the shatter ability; targeting the weak point of an enemy vehicle for 75 munitions the IS2 will cause a immobilization critical. When this ability is used the crew must fully reload, and after it has a long cool down on the ability.
The KV1/2/8's Vet 1 Ability is now a command Aura, giving the tank an officer to improve coordination of allied infantry squads. All infantry around the vehicle now have 15% better accuracy.
Soviet TD's:
The Tracking nerf did a fair amount of damage to the abilities of the Soviet Assault Guns and TD's.
The SU-76 and 85 now have a ambush ability, they hull down themselves and when an enemy enters the tanks firing range will deliver a stun crit and a guaranteed penetration. When this hull down cloak is active the tank cannot move forward or backwards, and can only rotate slowly (Thanks for this idea Elch
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The ISU-152 at Vet 1 has the ability to activate an ability similar to the Jadgtigers allowing it to shoot through shot blockers at a reduced ROF.
USF MBT's:
The Sherman Varients including the E8, the Regular now have the ability to be reinforced with sandbags increasing armor of the tank and giving it more health but the tank moves at a reduced speed and the crew can no longer jump out. At any time the tank is not under fire the tank can remove the bags to restore mobility and the ability for the crew to jump out.
USF TD's:
The M10 and M36 no longer have ACPR shells, but an ability to target a tanks turret causing it to move slowly and cause the tank to have a reduced ROF. This ability would cost 75 munitions but ensure the M10 can provide utility and the Jackson can help destroy Heavy Tanks easier by reducing the heavy tanks ability to put out damage. If a tank moves out of range while the ability is being used turret functionality will be restored.
Misc:
The Scott now has the ability at Vet 1 to load hollow point shells increasing damage and accuracy versus enemy vehicles.
The Sherman Dozer at Vet 1 has the ability to fire a barrage at longer range allow it to more easily deal with enemy fortified positions, this ability would be similar to that of the Sturm PIV's
The T-70 retains the ability to capture, as it's a light tank already with a large amount of utility.
The Stuart gains the Vet 1 ability to reduce a enemy's track speed and turret traverse at longish ranges allowing it to scale better.
The Soviet Meat Grinder now has the ability to lock itself down and focus entirely on AA, with the added bonus of getting sand bag protection to make it more durable.
Feel free to leave comments; looking forward to the discussion.