The problem with UKF is the discrepancy between 1v1 and teamgames. The thin line you thread between them been obsolete for 1v1 and their current state.
Which it all boils down to, IMO, their early game transition and performance with bolster.
I would try on keeping their current 4 model performance and instead nerf the scaling they have through medic/pyro/bolster.
Bolster is no longer automatic for IS.
All upgrades occupies a weapon slot. Then you could maybe rollback some nerfs to Brens.
Medic upgrade adds a low combat performing model to the squad.
Pyro adds a scoped lee enfield (to occupy a weapon slot) with lower performance than base rifle
Bolster is free once researched but is mutually exclusive with the other 2.
Now that you have accessible base type healing you have to opt between different options.
-You want double weapons? You stay at 4 models.
-You can get 5 man squad but you have to opt between raw performance, healing or pyro.
If they made that change and removed bolster as a global upgrade. Would Ro.E then just be 5 man from the start? If you took that with the assault package I mentioned in the OP, would that give a combat engineer upgrade like that even more of a mandate? Since tommies would be weaker in CQB due to having fewer models.
I guess that way of doing it would solve the lack of CQB for UKF without the complication of a recon upgrade like I mentioned. I wasn't aware there was such a big issue with bolster, if that's the crux of the issue and having 5man scoped enfield recon squads running round would be just as bad then I was wrong XD.
But to go to the details of your suggestion, why would the scoped rifle be weaker than the regular? Do the bolster and pyro need to be separate? And how would you keep the cover mechanic for Tommies in-play?
To build on and simplify your suggestion a bit, it could be:
"Attach artillery observer":
- Occupies weapon slot
- Adds 1 model armed with regular rifle with regular stats, maybe give him a radio backpack or something.
- Squad gains ability to call down from base arty the regular barrage, smoke barrage (both with slightly buffed call-down ranges, maybe using a rifle grenade to pop the flare now?) and a flare shot (which would have a much further call-down range than the other two).
I think the current smoke animation is really weird, could they have each of these abilities on separate cool downs, but have them all actually use the on-map base arty guns. As a result they could not be used simultaneously, though you could pop one straight after the other had finished firing. But of course the cool down for each individual barrage type would be global. It would be nice to give the base guns a few more functions.
I would also then buff the smoke barrage a bit to two arty smoke rounds, which would land in a slightly randomised (but small) pattern. Would also be consistent with both the guns turning for the barrage and I guess you could poach the regular barrage code, reduce the salvo to 2, make it more accurate and just turn them to smoke shells. The flare shot would compensate for the lack of recon/removal of ALO/AO recon sweep.
then the second:
"Attach medic":
- Occupies weapon slot
- Add 1 medic model once again armed with regular rifle, regular stats, medic hat ofc
- Gains medical supplies ability.
Or to keep the medic squad relevent, the medical supplies ability is removed and the medic auto heals 1 one model at a time and nearby models of other squads when the tommy squad is idle. As a result the dedicated medic squad is a still a much more powerful alternative.
Because the extra man has a regular stat-ed rifle, it would serve the same purpose as bolster and make it more reasonable to have one or two of these on field even when the player is losing weapon slots.
Or have neither of these two upgrades and stay as a 4 man squad with double weapon slots.