I suppose it is not really in my place, but if OP dosen't mind then I would like you to elaborate a bit on this feedback.
It seems to me that you are overall saying that t1 us better on most maps, but seeing how the player should have already vetoed those maps, then the t2 is actually better. Assuming a player has vetoed these maps (urban maps I assume?) would this not make t2 better by default?
You then go on to saying that it is better vs the current soviet meta as it has no dedicated AT, but does this mean that against any other faction or a t2 soviet the battlegroup t1 is generally better?
Just to make this a bit more understandable to laymen, could you perhaps give some overall guidelines for teching spread out on factions?
It could be something like:
Vs Soviet you should geneally go t2 if you know the oppoenent has gone t1.
Vs. Brits you should go t2 if..
Vs USF you should go t2 if..
Furhter more should this choice be based primarily on ISG vs. luchs or are there other units that are of equal consideration in the respective builds at the time of deployment (~5 mins into the game)?
Great questions. Also, I never knew you became a strategist. That said, I'm glad you did and know you'll do excellent work for this community.
So something I have to address before answering your questions: I ALWAYS go luchs. The reason why is that I'm good at light vehicle play, great in the early game, bad at infantry play, bad at team weapon play, and bad in the late game (to show you how this translates to other aspects: i always go either a stuart or m20 when i play usf because i need light vehicles so much; i play every single faction heavily mechanized. also, I probably average 1 raketen every 5 games as okw because my team weapon positioning is so bad). The luchs caters towards all of these things. This would be the reason why I not only said averaged across all maps/factions/etc., but I also said a completely well rounded player.
Against t2, the battlegroup is probably better, yes. The luchs has to deal with AT guns, cons with sprint + snares, cheap reinforce on those cons so its harder to bleed them, and possibly guards. This is more than enough to hold off until a t70 or su76 comes; you just won't get enough value out of the luchs.
You have to understand, what I said was very much only on the plane of theory and not practice. In practice, builds that are decent against the luchs are so uncommon and/or so bad that you hardly see them.
That said:
Sov:
Luchs if they go T1, consider battlegroup if T2 (especially if they have guards). The luchs has to deal with everything i stated above if its a T2 from the soviet player. ISGs do well against maxims. Not going mechanized also means you can get your flak HQ quicker and get obers out quicker. Obers will farm guards for free vet and can run up to a maxim from the front and deathloop them into a wipe.
USF:
Luchs against lieutenant, but you can get screwed over if he zooks all of his squads then spams .50s; if you know your opponent does .50 spam, then isgs are probably better. Against captain, luchs if you're ahead or even, isgs if youre behind. Armor company can punish mechanized builds heavily unless you go command panther or have excellent puma micro. If you're behind against captain, the opponent will have enough space to get his ambulance and zooks/stuart/at guns. Going T1 means you can have medics of your own, and means you can get quicker mediums and obers. Mediums are essential against armor company, and obers are your best shot against double BAR riflemen.
UKF:
The luchs does alright against even the aec just because going aec slows their tech and UKF doesn't have snares. However, if the UKF player goes trench spam or special weapons AT sections, isgs are better. AT sections have an insane snare range (20) and seriously threaten a luchs. Add to that you may be dealing with an AT gun and the luchs won't have as much of an impact. Furthermore, an infantry section in a trench can live long enough against a luchs for AT sections to make their way over and force off the luchs; not to mention that AT sections in a trench will easily 1v1 a luchs. Having ISGs mean that you can force your enemy out of trenches (and destroy them) without having to use flame nades every engagement. Also, you'll have to deal with a croc at 13 cp if theyre special weapons, so you either need to ostwind spam to a victory before then, go spec ops and get a command panther, or have quick teching to counter it. Going t1 means that you can get a quicker t4, and therefore quicker/more medium tanks to counter the crocodile.