The thing is, OKW can get enough healing out of medkits on 1v1 and rely on teammates on 2v2 upwards. While reliability is not the best, you have non tiered Raks.
The problem is not in the early tiers but the last tier IMO (half tech for faster Ober/JPIV).
A JPIV sounds more interesting than a PIV for OH.
"out of medkits on 1v1"
Doesn't change that it bars out heal per fuel when any other faction has that
"rely on teammates on 2v2 upwards"
Aka bad design, and one more inconsistency between teamgames and 1vs1
"The problem is not in the early tiers but the last tier IMO (half tech for faster Ober/JPIV)."
Even at half fuel tech it still won't be a light vehicle counter (nor it should be).
Mech is still the only way to counter light vehicle without hoping for faust and raketen to work.
No viable at infantry, no at mine. Puma is the life saving panic unit and this is the reason mech is meta.
The possibilities are limitless, for example replacing ir halftrack with an "ad hoc" panzerjaeger squad using some ost doc infantry model, and set the IDEAL cost to make it a balanced 2 at squad.
Ultimately, about teching.
There's no reason NOT TO change teching to begin with, and multiple threads that were proposing the "early ober jp4" like you said also
IN THE VERY SAME POSTSproposed reasonable solutions that will keep tech costs identical while allowing for med hq and repair stations to be built regardless of tech choices (for example the ability to use one ht ability that cost as much as the upgrades and only set up the base for the upgrade, and can eventually become an hq by paying the tier cost).
I also want to ask a question to all those of the "there's medkits so it doesn't matter".
If there's no difference because of medkits and teamgames ost bunker why even oppose such changes to begin with ? Kinda hypocritical, we both know that anyone would rather get med hq than to use caches if he goes for med hq for obvious reasons.