Without actually having played it:
Why make Wehr t4 cheaper? I don't really see a reason for that except for the sake of it. It's not as if Wehr t4 would lack something in the current retail version.
Wher T4 doesn't get much of a look-in these days due in large part to the cost. 99% of games go as far as T3 then stop there because it's more economical to keep producing Stugs and Pumas than go for Panthers and Ostwinds. This change just makes T4 a bit more viable.
From what I played from the previous version (probably around 10+ games, so not all that many) the sniper change seemed really good, but I guess that's just personal opinion.
Other changes seem good I guess your idea of the officer being in T3 HQ means escalate to T3/T4 -> build officer at HQ and sturm armory/panzer command with pios -> no lost production timing in the SA/PC?
I dislike buffing ftfl for long range but I guess that change is pretty minimal.
The sniper revert was for a couple of reasons.
1. It placed more emphasis on the countersnipe, the opposite of what I wanted. Ideally I'd like there to be alternative means of killing a sniper but if the CS always hits then it becomes the de facto counter and people won't bother using any of the other methods that have become a bit more viable in Elite Mod (ie jeeps/bikes)
2. Heroic crits on retreat became, in my experience, too much of a 'get out of jail free' which meant that you weren't rewarded for forcing a sniper to retreat, then catching it with a sniper of your own
Officer change is for those reasons yeah. I was going to give FTFL a straight up debuff but thought that this way seemed a bit more colourful in terms of rewarding the US player for fielding specific counters rather than simply trying to 'brute force' a win using the same tactics they'd use if FTFL wasn't in play.