I've spoken about some of these issues months ago, it's sad that they have been ignored for so long and simply been resulted in a seriously gimped UKF:
https://www.coh2.org/topic/58650/ukf-snares-how-to-balance
2016 I suggested A LOT of changes that have only just been realised by the comminty balance team and implimented...
https://www.coh2.org/topic/48174/latch-s-15-suggestions-to-balance-coh2
UKF are massivley gimped by the lack of a decent CQC unit (non doc), snare and mobile indirect. The huge problem here is that each tool they lack, is availible in a commander which will then gimp one or the other weaknesses that you have.
If you go AT tommies you are guaranted to lose any CQC engagements and get ruined by indirect fire as Tommies are best firing at long range behind cover, mobile indirect is the solution to knock tommies out of cover.
Giving tommies snares will fix the majority of UKF holes, but then obviously Spec wep will need a change to make it worth investing in.
A lack of indirect is a problem but it's not major, a solution to this whilst keeping UKF unique would simply be allowing emplacements to be doconstructed for a % of the price back, that way you are not completely gimped (by pop cap mainly) if you place a mortar pit in a bad spot for the late game. To balance it from being abused, if the emplacement is under any sort of fire, cancel the deconstruct.
A better idea that I have seen floating about however is to give UKF a mortar, with poor range but allow them to garrison a Mortor pit emplacement for its range increase