The only change we've done with respect to trucks is the T4 truck.
T4 costs considerably less to setup. Thus, even if you lose your truck, you can still setup a new one and still get access to Obers (which you will need post-Volks-nerfs) and JP4 (which you will also need, given that you are now on the defensive after being pushed off).
If you had previously researched the T4 assault group upgrade, you can also, still, skip rebuilding T4 and go for a King Tiger.
Losing access to the revamped Panther and the revamped P4 are part of the risk-reward deal; if you place your T4 too greedily and lose it, you have to play defensively while you recover.
The changes to T4 pricing are so that other recovery options become available, rather than just King Tiger.
Having heal and retreat in different places cripples the faction thus there is little point in placing T1 outside base.
Placing T2 outside base offers very little.
As for the KT the main issue is that it can be instantly replaced. Simply add a cooldown for the ability after the units is destroyed (same should go for other vehicles limited to 1)
Placing T3 outside needs an upgrade to be able to defend itself and further upgrades to produce units so aggressive placing is not a worth while investment.
In addition the whole KT only complicates things.
Suggestions:
1) Have truck start with less HP and less Range for T4 truck
2) Allow them to buy upgrades to increase armor/HP and range to current levels
3) Lock truck upgrades behind second trucks placement to delay the upgrades
With the changes the aggressive placement of truck will be less potent initially but still an option and will gradually become stronger.
Is this still your impression after using Volks in the mod?
This points I made to about VG is not balance issues but design issues.
Having units with good DPS at all ranges is bad design.
Allowing units mainline infantry to easily deny cover from enemy is bad design.
Allowing to always defend from green cover is bad design.