I think OKW is fine at the moment, the resource penaltie was moved from the income to the actual value at the end
I see this a lot. The fuel isn't the only resource. They are to me in a decent spot as far as vehicles costing goes (except some of the ones that missed the fuel cost hikes.. I am looking at you ST and InfraHT).
However when I play with them I feel I float munitions and MP like no tomorrow. The reason Voks/Shrek upgrades are such a pain in the arse is because they float so much munitions that they can unlock so many. Yes it drops the AI power dropping the rifle from the squad but the XP they gain from hitting vehicles means they can vet very fast which negates this until everyone is running maxed out units.
In team games this is compounded because of the ridicules increase in resources. It isn't difficult to unlock 5-8 squads with the AT package especially stacking the cost reduction bulletin. If there was side tech and munition sinks this would help reduce the Shrek swarms we currently see.
I am not saying reduce munitions income but I am saying if they want the roaming squads of AT they should have to sacrifice something else for it in the form of passive heals on building for both men and vehicles. The auto cannon on the T4 building (I don't want it to delay when it gets the cannon so offer two build options. One costing the same fuel and MP and the other with a munition costs so it can come at the same speed).