Currently this patch has a lot of good and a lot of bad associated with it, I wouldn't say its the best patch we have had but its certainly not the worst, however as many have pointed out, UKF have been forced into some weird niche play style as the patch has highlighted their weaknesses further.
1. No Indirect - The mortar pit is simply far too easy too risky to use, but without it, you have no ability to smoke/barrage MG's until you get either an AEC or a Cromwell out and even then, it costs Munitions to do so.
OKW had this issue a while back (with smoke) and was granted smoke for the LEIG as without smoke, you're in a very bad place, sure you can go for a sniper but this again, is incredibly risky for potentially no reward.
This solution is simple and is nothing new, give UKF a mortar in tier 0/1, you could even take this further and have engineers construct an empty emplacement that you can crew mortars into that replaces the mortar pit. Therefor removing the static play of emplacements whilst keeping the mobility of mortars as and when required. The mortar pit will obviously need some negative attributes or it would just be OP.
2. Expensive side tech - To make tommies viable you need 5 men, you need brens and you (sometimes) need nades. However, if you go 5 man before tech you get run over by light vehicles with no way to counter, and if you tech first you run the risk of light vehicles wiping squads or losing squads due to their performance being under par.
If tommies aren't in cover, they're useless and as they can get rushed down by CQC units the fith man really helps. If you go 5 man, tech and AEC, you've massively delayed your tanks and as a result no matter what you do as UKF, you always feel on the back foot trying to play catch up.
I don't really have a solution for this but adjusting the cost of the side tech really could do with a look at.
3. AEC - I hardly ever use this as it is just ruined by a Puma/Shrecks (Why teller mines 1 shot LV's I will never know) it is also incredibly poor against infantry, excelled even by the Puma. If the AEC was as is against LV's but UKF received another vehicle to fight infantry with, I could accept this but as the only option for AI LV is a UC, its simply far too micro intensive as small arms damage the UC reliably.
Solution, slightly increase the AEC's AI ability, not to stupid levels that we have before, but enough to make them actually fear it and let it be used as something more than a quicker AT gun or, give the UKF an AI vehicle (or maybe I've just been spoiled by the M5 quad AA
)
4. Pinatas - When have you ever picked up a FG43, an STG, an AT rifle from spec weapon tommies, hell, how often do shrecks or LMG's drop from grens/Obers? I have played thousands of games of COH2 and I can honestly say that out of all these games, I have picked up an LMG/Shreck maybe 50 times. If however, we ask how many Brens/Piats I drop it is simply every game I equip a squad with them.
Your squads just turn into loot boxes for the enemy as you give them weapon upgrades for free, it is honestly incredible how often the weapons drop, costing you 45/50 munitions to replace.
Simply, adjust the rate that all weapons drop when a squad/member is killed, it should be rare, not as common as it is with UKF and I presume (USF).
I have more as do other people but feel free to disagree with me, just don't go all Dane on me.