You can't really buy Conscripts back in the lategame if you lose them. They don't have upgrades to buy from Vet0, and they will still bleed a ton until they get to Vet3.
Apart from the DPS curve debacle that Cruzz pointed out, the major wins for conscripts in this patch is that they won't get completely bled dry at max range, and that they will hit harder at approaching troops, making them more valuable as a late-game defense unit.
The consistency gains will also make it so that replacement conscripts in the late-game will be able to stick out behind sandbags and do something.
The counter-problem is that they have way too much RA currently at Vet3, and you can't really gun down ppsh conscripts while they rush you. That's also fixed by shifting Conscript veterancy more into accuracy than received accuracy.
With the changes, vetted Conscripts become on-par with vetted upgraded infantry, and there's always a range where each squad can outbleed the other. Conscripts have the disadvantage that they don't have unique abilities that can cause wipes and so on; but they will be good attrition infantry.
After we've fixed the DPS curve for Conscripts, the only fix we'll have to do is adjust where the mid-range should be. (i.e., at what range should the enagagement flip from Conscripts losing to Conscripts winning)/
If i may be so bold;
Grens cost the same to build, but more to reinforce, they get the rifle nade and the faust, they also get the med kit and can build bunkers. They are a 4 man squad.
In Con-trast (sorry) Cost the same, less to reinforce, they get the molo and AT nade, they get merge (arguably better than the med kit) and they can build sandbags, while also getting 6 man squads.
At this point Grens and cons are somewhat on par, balanced but not the same. The difference comes from the MG42 which makes Grens better, but also costs 60 muni.
By making Cons compete pretty well vs Grens with an LMG you risk making grens just as useless in the late game as cons are now.
And that buying back cons late game being fruitless argument does run true, but for all factions as well. Vet 0 rifles are total trash vs vet 5 cons etc etc. Why should cons be different?
I worry that with doctrines that give manpower free Cons, or give cons PPSH's or PTRS's or simply by allowing a player to gain significant map control with cons alone, you reopen the can of worms we closed before; that of light vehicle rushs that leads OST players into picking mobile assault 90% of the time because they cant compete in the early game.
Hopefully you can fix the problem earlier, and i can play some more and see how it plays out, but preliminary thoughts of my are mostly that a simple dps/combat buff throws so many other balance points out of whack. A more creative solution may been a better option. Alternatively allow them to upgrade 3 or so SVT rifles at some point, so they have to pay muni to be good as well...