Yes an ostheer player would absolutely use a unit like the su76 if it replaced the stug.
It means - never? How much you see SU SU-76 in games? How much you see SU-76 in pros games? OST players will never use such "sub TD" unit. If it will be call-in maybe, but not if you must make teching for this and pay such high price only for "zoning". You can build stug if you stuck in T3 and enemy push you by mediums or heavy. But you never build su-76 when you stuck in SU T3. Because ZIS.
Just imagine if in OST T2 will be SU-76 for 75 fuel cost. Do you ever will build it? For hardcounter this bloody t-70 as example? Answer - NO. You just delay your own core building and give enemy 3.5 minutes of freedom. Your P4 will arrive in this case only in 16-17 minute. You don't get field pressure like it was in case of 222 or flameht.
If SU-76 was in OST T3? For which targets? In T3 you could build 1-st SU-76 on
10 minute. You will trying to chase t-70? Or barraging SU maxims? In
11 minute you can build OSTWIND - hardcounter against t-70, stuart and really strong AI. Do you still think you need SU-76 in OST T3?
As for your suggestions:
I am against the first one as its too exploitable (eg enter the mode when the barrage is off cooldown, fire the barrage, then exit the mode) and a costless barrage on a cheap vehicle with AT as decent as the Su76 is not a good idea.
Your second suggestion... I'm not entirely sure how that's different than the current barrage unless you mean a direct fire barrage and I still dont know why it should be changed like that.
Your third suggestion has merit. Soviets have a severe lack of non doctrinal smoke options and a vet 1 smoke barrage could give it a lot of utility. I do however worry about the amount of smoke a pair of su76 could lay down at long range so if this is implemented, the smoke barrage would need a long cooldown.
AP rounds- While it's not horrible, I do not think the ability would be worth the micro tax or cost.
1. You will get movement and rotation penalty like su-85 after focus mode. AT of su-76 reduced to puma level as was wrote in the end (160-120-80 against current 180-170-160). And don't forget about microtasking. If enemy have at least 1 armor unit on the field, such "play" will be punished very hard. Or you when play for OST never catch up su-85 when focus mode just turn off?
2. It's the same as old barrage, just ability when you not in mode. You should have something when in not mode.
3. Smoke easy to balance - make the same range as for leig or pak howi.
4. AP rounds - don't make from su-76 cruel AT-hunter, but replace (in different way) ability of commander sight. You will get vision on armor unit that was hitted. It could help to zis-guns. Thats how support works. He just help his comrades do their job.
My main idea was give to player 2 viable start options on T3: t-70 or Su-76. If you opponent will make spam of su-76, how he supposed to fight with 1-st p4 ? And again su-76 will be more static, it will be better for defense, not for offense like T-70. You can't chase and wipe retreating squads. You also not get such useful ability as recon of T-70.
When SU player build T3 he could build t-70 or su-76 at
9 minute. At
13 minute 1-st p4 will arrive.
Average fuel income in 1vs1 +23 fuel (you have 1 fuel point and half of map). You think that 1 su-76 will get you more pain than T-70 rolling over battlefield and chasing your retreating squads? Yes, you can build 2-nd su-76 on 13 minute. But i think no one ever will try to do this. It will be very silly move.
When you have T4 you never ever want to build this su-76, you have katy with much more bigger range and wipe potential (and cost similar to su-76).
With such design it will not become exploitable.