Hey, i made similar thread months ago. (Example: http://www.coh2.org/topic/32191/vet-abilities--penals--zeal links to the other threads)
Molotov: increase DoT or debuff the unit caught inside a molotov
DShK AP Rounds:
If my dig in files is correct, MG42 AP rounds gets 2x damage (from 4 to 8), 0.5 reload and +9 penetration across the board (11.2/10.8/10.4).
Dshk get simple a 3x penetration. Damage is 10 but pen is (4.5/3.0/1.5 x3) so 13.5/9/4.5
Increasing penetration at long range would "fix it". If you want to mimic it, i guess a 50% increase RoF (still slower than MG42) would almost make it equal (accounting for the 2damage difference).
Tracking: i'll prefer a rollback on the nerf (we have Take aim! which is basically the same principle but better). With your proposed change, you'll want something similar to Armor vehicle detection. Just make it damn cheap.
Personal options
Su 85 - Ambush attack: Cammo but stucks* the TD in position. Increase pen and damage by 50%. 45muni
*A different approach to the JPIV alien cloak capabilities.
KV1 - Vet2 change: replace actual vet2 (+35% weapon rotation speed, -30% reload) with Panthers vet2 (+10% armour +20% health, +40% weapon rotation speed)
KV2 - Bunker busting: Brummbar vet ability
KV8 - Saturation fire: for some brief moment, the main gun fires like Croc flamer. Dealing and leaving DoT on a zone.
IS2 - Inspire: infantry around the IS2 get a RA and accuracy buff. IS2 moves and shoots slower.
T34s - Ram rework:
-Remove the tiny chance to generate main gun destroy on the target tank
-Remove the chance to generate immobilize on target tank
-Stun on both tanks remain the same
-T34 now gets engine damage and main gun destroy
or
-T34 now get heavy engine damage and the possibility of the following crits: main gun destroy, immobilize or main gun "stuck" (aim shot crit)
+1, I like these changes.