Sorry, I tried it, and for the most part it didn't work. Sure, it works in some ways (Soviets work surprisingly well, despite me at first being sure that you killed them), but the one truly fucked faction here is again Ostheer. I will comment on the other factions once I've played them to a degree that I feel comfortable with, so my remarks to the other factions should be taken with a grain of salt.
Ostheer teching costs are still beyond ludicrous, their infantry has even less impact now that they have to pay extra (on top of their more expensive AND more time consuming teching), and the changes made to them don't fit their roles. Now, Grens have to move up close to throw their grenade - a long range unit having to close in to do their job. It just doesn't work. Not to mention that Panzergrens now can't even profit from superior micromanagement, because them flanking doesn't mean jackshit without their grenade.
The changes the 222 are mostly fine, even though it doesn't fit its role. It is supposed to be a scout car, similar to a beefed up M20, not a vehicle killer. This could have been handled significantly better by making it into the infantry killer needed to support Grenadiers.
The changes to the 251 are similarly hard to understand: What was your goal with them? Because right now, there simply is no reason to build one anymore, because it is even worse off than before. Even the Universal Carrier has a better place, because it is actually clear what it's supposed to do. Not to mention that the UC is now capable of straight up running up to the 251 and killing it.
The change to the PaK 40's TWP are good, this is where it's clear what the goal was and why this change was necessary.
But then we come to the tanks, and everything falls flat on its face again. The Panzer IV without a timed speed boost simply falls behind anything a British player can throw at it. It still comes out later than its equivalents in the other armies and it still is more expensive, and it still doesn't trade well. There is simply no reason to ever get that unit, everything it can do is done better by other units in the Ostheer arsenal and significantly better by the equivalents in other armies.
Now, more than ever, StuG-Life
will still be going stroooooooooooooooong, baby.
The Ostwind on the other hand was fine in terms of armour, it was meant to be scared off easily by other vehicles, instead using its mobility to circle around the map and harass elsewhere (not to mention that the "was built on the Panzer IV-chassis"-argument is total bollocks, because the turret was basically a simple steel sheet to protect against small-arms and shrapnel). What the Ostwind truly lacked was ability to kill. That thing was a fucking RNG machine, in 90% of the time it did nothing, while once in a blue moon it managed to get something done. What was necessary was a damage nerf, while significantly boosting its accuracy (reminder: The Centaur kills infantry so well despite doing less damage, because it has over ten times the accuracy of the Ostwind).
Now it lost the ability to do those pushes (no more Blitzkrieg), and still hasn't got the ability to fight infantry. But hey, it can now kill T-70s even better, right?
Since I haven't used the Panther, Tiger, PaK 43, and leFH 18 enough (too situational for me, StuG is where it's at) I will not comment on them right now, but from what I gathered, the Elefant is even more punishing now, despite costing less. It was meant to require some effort to attack an Elefant, instead of driving to its front and parking there. Good Elefant play is a bitch to pull off, not having enemy tank destroyers (with higher mobility) simply take it out at range from the front was the only way to pull it off. That's now gone, and the Elefant is not viable this way.
Facit: Pulling off a good game as Ostheer feels more complicated than ever. The tools to success were taken away (and I'm not talking about the sniper changes, those were long overdue) and replaced with more complications. Playing Ostheer simply isn't fun this way, every single step of the way is a battle with the faction's design instead of a battle with the enemy. And because you're not only fighting the enemy, but the game on top of that, you are always behind, always trying to catch up, always trying to turn this thing around. I wrote a lengthy post about initiative in military games and strategy before in this forum, the same words still apply: Ostheer feels like a faction that is meant to play the losing side (which from a historical perspective may be called accurate, but doesn't make much sense in a competitive game). Neither Relic's balance ideas nor these ones here would make me play this faction again.