Lieutenant and Captain need to be reworked into specialist squads that are NOT free, NOT mandatory with tech and NOT just fancy Riflemen.
I’d redo the USF tech structure to be more like Ostheer. You are forced to tech linearly from platoon to company to battalion command post. Officers are still available from each level of tech but you don’t get them for free and they are distinctly different from Riflemen.
Lieutenant- 5 man squad with 3 M1 Garands on Riflemen models, 1 Paratrooper M1 Carbine on the Lieutenant model and 1 M1C sniper rifle on a Pathfinder model. This squad is an anti sniper team/long range combat team that can help USF in long ranged fights that it normally struggles with. Ability is a sniper shot that kills one model instantly and is intended for countering a sniper if you get a flank off. Good in long ranged fights but can only pick up one weapon. This makes him situational as an anti sniper or long range unit, but is weaker than a rifleman squad at generalist duties.
Captain- 5 man squad with 4 Rear Echelon models with RE M1 Carbines and the Captain who has a Paratrooper M1 Carbine. Can upgrade to have double Bazookas or double M1919A6 LMGs making him a good support squad with his good upgrades, but is weak when not upgraded. These weapon upgrades reflect what actual weapons were held at the company level and would’ve been issued out at the direction of the company commander (a Captain).
Major- no rework needed to his abilities or armament, just increase squad size to 4 men and don’t give him for free with tech. 4 men is a slight buff to the squad, but since you have to buy him separately and not get if for free then a small buff seems reasonable.
End result? USF officers are all more specialized in their roles and are more appropriately armed per historical tables of organization and equipment. They are no longer mandatory, but are no longer free. This gives USF players more freedom to get team weapons without being forced to get a squad they don’t want or need, but is also means that playing against USF you don’t have an enemy that gets free squads just for teching up.
Best idea I’ve heard on usf. Wish the balance team took this seriously.
Non linear tech. So I assume the first tier (LT?) grants the weapon teams (50, m1 57mm, and the pack howie). What timing do you put it at/ how much does the tech cost? Generally I would think 35 fuel like current officers. The next tier (CPT) grants the vehicles (stuart, AA HT, m20). What cost do you give this tech tier? I would assume 20 fuel to preserve current vehicle timings. USF would then be able to tech to major like current, I assume.
Where does that leave us? 55 fuel in tech, and USF gets access to every single unit. Id imagine this becomes insanely broken (even with the fact that you dont get free officers now) and you have to nerf any of these units that currently perform well. This would probably include the .50, m1 57mm, the m20, the stuart, and maybe the pack howie.
Also, since you'll always have access to AT, zooks become much less important.
With near 24/7 access to weapon teams, airborne dies as a doctrine and recon suffers, especially considering the next point.
With the captain bringing double LMG potential, infantry and airborne become less attractive.
You nerf + change many weapon teams to be closer to the weapon teams of other factions, make the tech structure more similar to other factions, hurt a bunch of doctrines (I guess you could rework said doctrines too - I'm not confident that would work out well though), hurt weapon racks (one of the defining elements of USF).