Ok! Thanks for uploading
A couple points of criticism if I may:
I'll start with your low level tactics, which for the most part were fairly sound; however, you should emphasize forming more of a front, with your MG the main point of emphasis, and the grenadiers providing supporting fire. Focus firing with your units here would also improve their efficiency. This also makes things easier to micro when you come in with a plan and what you expect from your units. Far too often did you lose men/whole units entirely from molotov's and shock nades. Not to mention buildings: which I feel you just put units in, because you couldn't come up with anything better to do with them. For instance the first pio squad in a wooden building with 1 window, is basically nothing more than a death trap, especially with heavy cover walls a step away.
Despite the game being neigh on over, losing a gren squad + mg at the end in buildings is really unacceptable and under other circumstances could've been your undoing.
Along those lines, I feel you had a few too many squads. You should be able to get by with a support weapon and 3 grens into T2. When you start to get above that mark in the early game you can start to starve yourself of MP with the reinforcing, and with the Whermacht's expensive tech structure, one squad can mean minutes on your precious tier levels.
I'll take a moment to applaud the HT as well, that was a good choice to allow you to keep the pressure on the south flank; however, with that said, it's best to pair it with a healing bunker and form a bit of a make shift fall back point, it isn't an offensive unit and unfortunately fell victim very quickly to the ZiS due to a lack of recon/misuse. A healing bunker regardless of it's position is really useful, again if you cut back on a squad, it isn't an issue.
Finally in regards to your capping order I found it incredibly strange, you mustn't disregard the benefit of the standard points, this isn't CoH1, 2 standard points can provide the income of a single specialized point. By the 5th minute your opponent had double your income in almost every aspect, because he decided to cap all the points, not rushing for a fuel for instance, (i thought the wire to be a gratuitous waste of time as well, considering it would of been just as simple to vault or go around, the time spent capping is worth more in my opinion) which leads me to the final point along capping order, the whole game you didn't cap the 3 (eventually you capped 1) points near your base, robbing you of double digits worth of income, at 11 minutes, your opponent still had twice your fuel income despite you owning half the map, you have to have to haveeeee to cap those, it really should go without saying.
I hope I didn't come off as too harsh, thank you for putting up your replay, it takes a lot of courage to put your play on display and want to improve, and I hope this input can help us all improve our games.
cheers,