If you suspect an OKW zeroing artillery nuke (e.g., if you see LeFH's and the enemy hoarding munitions) consider packing up and selling for scraps. Nobody will ever use zeroing artillery vs singular mortar pits. On the other hand, the armagedon effect will, hopefully, continue to incentivise people not to do sim city.
You gain nothing by blobbing your emplacements anymore (e.g., FRP aura removed); except maybe for reducing the amount of territory you need to protect.
With respect to emplacements in the mod, we've found a few bugs; namely that the extra HP on the second mortar doesn't apply etc. In the next version, we will also be trialing reduced hitboxes for mortar pit/17 pounder and see if that addresses some of their main durability issues.
You make a fair point. While this would have been a major problem in the live version, being able to pack up does reward those who can read the wind. That way it isn't as painful, even if you do lose the veterancy. Though it would be nice if Trenches themselves could be more resistant to that ability to at least maintain some kind of foothold.
In my defense though, I won't go beyond 30 Pop Cap towards emplacements in any given match. Beyond that and you are a sitting duck. I'd go with Mortar Pit first and later a Bofors or a 17 Pounder. Everything else in my defensive line is a mobile unit inside a trench or on the flanks. I don't consider it blobbing.
That being said, the Mortar Pit's auto-fire range decrease is going to make people build it closer to their other emplacements. My normal, idea layout involved placing the Mortar pit behind the Forward Supply Station, the 17 Pounder/Bofors on the outer limit of the aura facing the enemy and Trenches about 20 Range in front of that.
While I do still feel the armour increase is the way to go for both the Mortar Pit and 17 Pounder, I will look forward to testing your way first with the target sizes. That and re-test the Mortar Pit durability after the upgrade bugfix.