Well if all the changes you made to PE are not considered a complete overhaul, I am curios what falls under that category by your standards, because reading through these changes, this is a complete overhaul.
In my limited playing experience, despite the enormous number of changes I made to the faction, the Panzer Elite still feel like the Panzer Elite from the vanilla game. They're still a fast, aggressive army built around vehicles.
In contrast, I feel an overhaul of the British faction would, by necessity, involve eliminating the truck system and their penchant for static emplacements. Replacing those two systems with alternatives would involve a tremendous amount of work and would change the fundamental nature of the faction.
Anyways, I approached my Panzer Elite redesign with a couple of objectives. For example:
- Make blobbing less effective (that's why Group Zeal and shared vet are gone)
- Remove contentious BS abilities (that's why Treadbreaker's gone)
- Make the faction more mobile (that's why healing duties are primarily performed by Infantry Halftracks now)
- Eliminate somewhat gimmicky strategies like Armored Car rushes and make the faction tech more fluidly
The other concern that came up was that I removed too many units/upgrades. I also thought this was going to be a problem when I made the changes, but I didn't really notice it playing the game. The Munitions Halftrack and Vampire Halftrack, which got removed, are both non-combat units. The Panzer IV is gone but the Hotchkiss is still there. The Armoured Car is only gone on paper. On the other hand, I added a Panzerwerfer halftrack, which has obvious combat value, and a halftrack that can secure points.