1. Conscripts already get around 10% lower RA at veterancy 1, that was a change from some time ago.
2. Mobilized Reserves is really strong and doesn't need any more buffs IMO. The cover bonus + cheaper reinforcement + 7th men is three improvements to efficiency, making it very hard to trade efficiently with a Conscript player in the lategame.
3. The time till impact of Molotovs is the same as the incendiary grenade with long animation time vs nade timer trade-off. Problem is that the Conscript model has to expose itself for longer, which is especially crucial against MG's. Volks can just chuck their nade and immediately move back to cover. At veterancy 2, the Molotov has much faster impact than the incendiary nade.
A big thing for the molotov is also its range which compounds with the long throw and the long throw compounds further when the model dies 7 years into the throw and has to restart on a new model.
As for mobilized reserves, I think if the parts were split up and applied throughout the teching it would be better for con balance. The overall is quite good, but it also comes stupid late meaning you won't benifit from it like weapon upgrades.
If you took apart the cover bonus and reinforcement / exp buffs and made them separate entries you could have the 7th man sooner and it would lessen the drag caused by actually using cons before t4