The bundle nade is relatively easy to time and does excellent damage. The satchel can work but is way harder to pull of plus you need to be far behind the enemy already due to the long fuse. If you flank from the side and the enemy retreats, you have no chance to throw a satchel in time. Another reason why I value the bundle so much is because it ignores light cover which is plenty in the later stages of the game, whereas you moving DPS gets further diminished.
Penals do have decent damage on the move on the long range, but the PGren advantage between 10-20 is definitely not negligable either. Conscripts though are pretty horrible at wiping, IS are also subpar even after the reworks. It gets a little better when they get their Brens, but then they may not walk, which makes wipes slightly more map dependent if your opponent manages to run around a corner or not.
I have simply responded to claim:
"PG are extremely good at chasing, something only barred up Riflemen can do to a similar extend. Soviets do not get similar infantry at all".
And provided the stat that show the moving DPS of unit and that pg are that much different even than Penals.
Most faction have a way to try for an early wipe and given that grenadier are not really good at chasing, PGs seem to be the alternative.
As for PGs, as long a unit of the power level of Penal is allowed this early in the game it seems that early PGs are a necessary evil. As I posted many time my personal opinion that I would rather see powerful unit arrive later but...
When ti come to bundle grenades yes it strong but it inline with light gammon bomb that can arrive at similar time with Assault officer. Biggest offender imo are commands with light gamon bomb and PG with camo. I have already suggested that camo units should have grenades replaced by DOT grenades.