I agree to some extend, which is why i am undecided. My only gripe is how long it takes to have control of the squad again, meaning i have to sit there and babysit them until i can issue another order. No way to reduce that time? Also as i believe Tightrope pointed out, the unit clumps into one spot just before entering the building, making one hit wipes possible.
Lowering de-garrison speed is the key element that will allow grenades to, finally, have some effect on garrisons. Ideally, you should be allowed to issue commands while your squad is exiting. However, there is no way to have both. Thus, your best bet is to make a good use of your ungarrison command, and pick a good location you want your units to go to.
i.e., if you want your units to go out, and then run behind some boxes, just right click behind the boxes immediately, rather than wait for them to ungarrison and THEN click behind cover.
The de-garrison delay is also a small win vs infiltration units. You can't issue attack/ability commands to your infiltration units until they are all out, and that gives 1-2 secs of warning time, at least.
You should avoid entering a building while there are squads shooting at you; or at least try to use a backdoor for that. This is what makes garrison-swaps possible in DBP. Hopefully that will make rushing key garrisons less relevant in the meta.
Hey; it might also give mappers some slack so that they can use something other than wooden buildings in their maps.
Try playing live-version Westwall, and let us know how it feels now. Aside from infiltration cheese it's a good map.