What would be easier:
buffing 3 Wehrmacht infantry units(grens/pios/pzgrens) and 2-3 tanks(pzIV/panther/tiger)
or nerfing UKF's sapper blobs, stock Tigers, cost-efficient steam rollers...
OKW's stock god unit, free flaks, super glue repairs...
and USF's terminator riflemen with their double LMGs and -45% received accuracy, etc...
?
Buffing 6 units at once (3 of which are key units used every game) is at least as much of a change as addressing US mortar, double LMGs and vet bonuses. As Vuther mentioned buffing OH will throw out the OHvsSU balance, which is in a pretty good place right now. It just makes more sense to focus the majority of effort on nerfing a small number of USF and UK units. We're especially fortunate in that OKW is also not doing that well right now so isn't likely to become OP after such changes. I'm sorry if I'm repeating myself because there are like four Ostheer buff threads at the moment, but we need to remember just how tenuous the balance situation is. It's better we nerf OP units and buff those that can't do their job (e.g. Ostwind) before we go on to core units that are already fulfilling their intended role.
One thing I agree on is repair speed, that has been an issue since WFA and is especially troublesome for high-HP tanks such as the tiger. The subject has already been discussed at length so no need to revisit it, hopefully one day EFA will have some way to get faster repairs other than vetted engineers.
The problem of the Ostheer as an entire faction is, that it lacks initiative. It doesn't matter how their infantry and vehicles perform in direct comparison, what matters is that the player has a way to take initiative and through superior play dictate the flow of the game. And Ostheer can't do that.
At risk of going on a tangent here, I don't agree with this. Just because Ostheer isn't usually the first to launch an offensive (execpt perhaps against emplacement-heavy UKF, but that matchup is pretty boring in general), doesn't mean it has no way of taking the initiative. Occupying key structures, locking down key resource points, establishing a strong position that dominates that map, all are ways Ostheer can seize the initiative. From there, they can use mobile units to lure the enemy to a favourable engagement, or long-range units to safely attrit them from distance. Defense is about ensuring engagements happen on favourable terms, then going on the offensive when conditions are more ideal. In my eyes, nearly every OH unit has a clearly defined role in aiding that objective e.g. MGs handle infantry, grens protect support weapons and Stug from flanking enemies, p4 provides essential mobile defense and counterattack capability.
Of course where it all falls down is when the enemy has units that completely invalidate that, such as a mortar that easily picks off static units, a blob of doom that sweeps aside MGs from the front, or a rocket launcher that deletes your crew-served weapons before you have any chance to react. Some of those have been fixed to the benefit of balance, some of those still need to be addressed.