Personally I think the UKF emplacements need a fairly drastic overhaul: I'm not sure why Relic designed them the way they did. Given they eat popcap and fuel I think Sappers should be able to dismantle them out of combat for their resource cost (or resources proportional to their remaining health) so they can be moved or so that UKF can transition to more mobile forces.
Outside of the scope of this patch though.
On the actual matters of the patch:
- I really like the edited StuG-E although I think it should have a new ability instead of Target Weak Point: doesn't make much sense to have a precision AT strike on an AI vehicle.
- Infantry non-clumping seems to be working great.
- Not sure how I feel about Penals as an AT squad and there's a bit of a disconnect when Guard PTRS works as an AI and AT weapon but Penal PTRS is only AT. Without the potent AI penals and their eventual flamethrower I actually ended up going T2 more. T1 used to be an infantry advantage in the form of Penals and the sniper in exchange for more AT vunerability. Using T1's AT option by converting Penals sacrifices its AI strength: it's essentially an emergency conversion into an inferior T2.
If T1 needs an AT option for the window where T0's AT is insufficient and neither T2 or T3 AT is available I'd rather see it in a way that doesn't neuter T1's strength. Perhaps you could put the doctrinal baby AT gun in T0 as a worse raketenwerfer or provide more effective method of munitions-killing vehicles? If the AT satchel was standard then snaring with a Conscript squad and satcheling with a Penal squad might be a workable light vehicle counter. Maybe even make the T0 AT grenade available to Penals too in place of Oorah.