Airborne Company
1. Pathfinders should be reduced CP cost to 0. Stats are left unchanged except a reduction in reinforce cost. The reason why I don't want to buff them any further is that they'll just become better Grens with slightly higher RA.
At 0 cps that maybe too strong in their current state due. I really do not like to a straight up better unit at the start of the game because it limits counter play. Grens vs cons is largely considered balance, or at least in the early game, because grens will win at range while Cons win at close range. I am experimenting around with a mod that does this with them.
-260 manpower
-.91 RA
-scoped garands slot weapons are added when vetted up. One at vet 2, and one at vet 3.
Grens would be stronger at long range, at mid range, it would be a toss up, and at close range the pathfinders would win. Making a bit more of a balanced start and they can play defensively seeing they still have cloaking.
Airborne Company
4. P47 needed to be on JU-87 level to justify their astronomical cost or give a steep discount for their current performance. Alternatively, a skill based AT rocket strafe can be made where 2 P47s launch 8 rockets each in a straight line for 160 Muni. No more fire and forget ability.
Peronally, I would like to see all Loiters changed in strafes. The JU-87 does need a nerf.
Armor Company
1. Reduce RA on Assault Engineers. Currently they have a RA of 1.0, that explains why they're so squishy. If it was left to me I'll reduce their RA to 0.91(same as Grens). Let me point out that Sturms have RA of 0.87. With this they can be called in as Combat units instead of just engineers with a flamer.
On this note, this is another reason why the starting unit should be volks instead of Sturmpios. A bit off topic.
Armor Company
2. Elite Vehicle Crews need a total redesign. There are two ways I propose this, either give Vehicle Crews 5 vet levels to emphasise the "Armor" part of the doctrine with extra abilties like Crit repair while in vehicle OR give an upgrade to vehicle crews like Heavy Royal Engineers with a muni cost that increases their repair speed or something worthwhile. Honestly I prefer the 5 vet levels idea if its not buggy as hell.
Maybe not Vehicle Crews but perhaps Major's Vehicle you can go up to vet 5. I do not know if it is possible if you can change the max level veterancy in game but you can make it new, alternate vehicles are built instead with five levels a veternacy. I might play around with this.
Armor Company
4. Bulldozer should have Brummbar stats to consider with having an extremely high fuel cost and the fact that Sherman HE exists. The other way would be increasing its health pool and decreasing its fuel cost to act as a meat shield.
Unlike the Easy 8 and M4C (yes there is a difference between the two) both the Bulldozer and 105mm are animators on the Sherman. Meaning you can have one or both be applied as an non doctrinal upgrade. In the mod I am making and improving, I made the bulldozer upgrade increases health and armor to act more of damage soak for a near by Jackson. Then I turned the Bulldozer Call in to an Easy Eight build-able.
Calliope Tactical Support Company
1. No change on all abilties except the Calliope call-in.
2. Change the Calliope to be area denial, with more salvos but does less damage per rocket and reduce ROF to allow squads to escape from its barrage.
3. Make Calliope tech-tied to Major with same cost as current one for its performance.
This could work if you add Suppression to the rockets.
Rifle Company
1. Fire Up ability penalty is completely removed. Either that or fix the bug where Riflemen still has the Exhaustion penality during retreating.
This similarly affect Tactical Assault with Paratroopers and Stormtroopers.
These are just my few suggestions for your suggestions.