Meh. Sturmpioneers' effectiveness scales down dramatically as the game progresses, and are only useful in very limited combat after the first 5ish minutes due to a variety of other factors besides dps exchange. The fact that they can put their sweeper away doesn't bother me much, as allied engineers get other shiny things in exchange (rear echelons and royal engineers can have zooks/piats as well as sweepers and are cheaper, combat engineers get demos and nondoc flamers).
The larger infantry problem IMO is live version volks, as they are truly overly cost efficient and have a lot of advantages other than raw performance that help them out against the allies. (Penals aside because they're op too) volks require less investment to be good. They are cheaper all around, don't require side techs for grenades and weapon upgrades, and have better garrison denial than all of usf's nondoctrinal mid game combined (hyperbole but almost true). This means that they get a bit of a power spike during the mid game in and of themselves because they'll get weapon upgrades and grenades first usually, and will be able to freely use them as they only paid half for their stgs that double bars cost, which is why double bars/brens are more effective. However, that effectiveness gets offset by the fact that they are basically required in order to trade positively on the lategame against vetted volks chucking fueseless cover denying flamenades every 20 seconds, while still being cheaper. Then you factor in volks' support all game. They have backup from a light vehicle that only costs 210 mp and no fuel, basically making it disposable and spammable, and an engineer unit with good combat and repair performance in the early game, and an (at times inconsistent) at gun to shut out any similar allied light vehicle abuse, which then transitions into luchs and/or puma, and then the real okw powerhouse starts, with all their shiny lategame units. Meanwhile, usf has nothing but riflemen and mortars to start, a crappy engineer unit (in the early game, they make good zook machines later) and an ambulance. They then have to pay for their grenades and slot weapons and their light vehicles are competitive but not much better than okw's. Then lategame rolls around and it's jackson and Scott spam, which can do alright but I'd much harder to play and can get wrecked really easily by bad luck and/or decent axis play, and they don't have anywhere to go from their, except maybe ez8s and Pershing, while the okw player has even more lategame options.
TL, DR: the fact that volks can trade with allied inf efficiently makes them op because okw as a faction gets so much other crap.
Live kt is IMO a bit too ridiculously good at wiping full health, spaced out, 5 man squads in a single hit, but this is being toned down in the patch.
Live version IS's are generally better and more cost efficient than grens except for the small window of time where they don't have brens and grens have their lmgs or g43s. However, grens don't have garbage moving accuracy and they have access to useful, non-sidetech'd grenades (have fun trying to use mills bombs ever) and a snare and are thus more versatile.
That's just my opinion and experience.
you want some proof that axis tanks sucks aganist inf ? fear no more , go look at scatter (moving one too) of the unit and the aoe (and obv. the damage fall off) you will find that they are either on par or less accurate that allied tank , unless you pick anti inf tanks ( like ost wind or brumbar) and thats the point of the axis faction they have specialized tool but weaker generalist role
Pintle 42s. If muh Jackson had those I'd think it was a bit much, and it doesn't even have the armor of axis tanks (I'm referring to the fact that panthers, an at unit, have them).