OKW has lots of small (actually some of them not even that small) advantages over other factions that in my opinion make the faction too forgiving.
Schrecks need to be either a) on a dedicated AT infantry unit b) a side tech that costs fuel. It's unfair to have such a strong AT platform that counters tanks really well and accumulates veterancy in no time on mainline infantry with no additional teching costs.
Incendiary nades need to become a side tech that costs fuel, just like all other grenade abilities on mainline infantry units. However, I think that maxim spam needs to be addressed one way or the other if something like this will be implemented.
Infiltration nades need to be more expensive. They are ridiculously strong for their cost.
Free heal / repair truck I can understand; it's a teching choice. However the repair speed could be a lot slower, since OKW already has the sturmpioneers that have the fastest repair speed in the game. But the T3 Flak truck is just unfair - it can lock down a large area (especially in 1v1 maps) and it takes a huge effort to destroy it. Make the flak cannon on top of it an additional upgrade for munitions/fuel or increase the building's initial cost.
Another weird thing about OKW buildings is that if you damage the truck when it's undeployed it can still deploy as a full health structure if it doesn't receive damage during the deployment.
Veterancy and resource income. Originally, the design principle of the OKW faction was strong units (especially late game with veterancy) but lowered resource income. Now, after the resource penalty removed long time ago and the veterancy working like it should, OKW has the strongest veterancy in the game with no resource penalties. The main problem is that the OKW mainline infantry, volksgrenadiers, accumulate veterancy very quickly with their schreck upgrades and are generally very cheap for what they can do.
Currently, OKW has a strong early game (sturmpio rush + kubel capping behind), strong mid-game (Luchs rush, double LeIGs, schrecked volks for backup) and strong late game (the Panther, very potent veterancy, heavy tanks like the King Tiger).
You say rework but this just looks like a long list of nerfs.
Volks need to lose pshreks but for that to happen they need faust and some form of anti infantry upgrade like g43's or mg34/mg42. Without an additional upgrade i feel like they would never reach vet 5.
Raketen needs a buff it is far too weak as it is, remove camo and give a quicker reload.
maybe double shrek upgrade for obers? or dedicated anti tank squad
Obers need a wee nerf on vet 5
flame nades need to stay, only reliable way of clearing buildings
OKW flaktruck is honestly the only non doc way of defending an area, okw doesn't get caches for cut off points or defensive bunkers (unless proper commannder is chosen)