TL,DR
Effective counter snipe options?
Why are MG's so bad?
Mines somewhat useless.
Grenadier spam the only way?
How can one make a working safe build order to survive without being within an inch of losing the whole way.
Effective counter snipe options?
Counter sniping like in CoH1 is not an option in CoH2 due to two man Soviet Sniper squads as you mentioned. If your Ostheer Sniper reachs veterancy 1 he can instantly kill one squad member of Soviet Sniper by using his ability and then immediately counter snipe the other member. I highly doubt if this scenario ever happens though. Your chances to get rid off Soviet Snipers in early game are flanks, rifle grenades, lucky mortar hits or 222 rushes. All of these options can be dodged by diligent Soviet players though. So if you fight versus Snipers you know your opponent spent much manpower in each Sniper squad (360 MP) which means you should build more Grenadiers to push aggressively forward since he lacks map presence. Then going for 222 and fast tech to T3 let sniper heavy strategies break down.
Why are MG's so bad?
MG42s have once been quite powerful supressing squads extremely swiftly and dealing much damage to them. But these days MG42s do not fulfill their task appropriately. They neither supress well nor deal a reasonable amount of damage. Supressing not well results in squads just running straight against MG42 and throwing nades at them forcing MG42s to retreat which must not be the case. I think the problem concerning damage is the fact that squads being supressed by MG42 receive mechanically less damage by MG42s. Increasing their supression would turn them viable again. Furthermore, many maps do not favour MG42s since you can flank them too effortlessly.
Mines somewhat useless.
Mines comparable regarding costs and tasks to those you know from Wehrmacht and US in CoH1 exist within the factions Soviet Union and Oberkommando West. United States Forces have exclusively access to anti tank mines if they tech up to Lieutenant and produce M20 utility vehicle which is able to lay down anti tank mines. Ostheer Teller mines are comparable to M20's anti tank mine. Both inflict huge damage upon vehicles which approach them and induce engine damage unless they onehit the respective vehicle. S-mines can be considered to be used as defensive mines since opponent is warned by signs. Thus placing S-mines aggressively but not guarded results in your opponent upgrading mine sweepers and just sweep them. Laying down S-mines on flanks or guarded areas is recommandable. Laying down Tellers on roads or approaches on which you think vehicles will drive is the way to use Tellers. It is quite different from what you are used to in CoH1.
Grenadier spam the only way?
No, you will still need weapon teams to play Ostheer victoriously. In some maps Grenadiers only results in being stomped by Rifleman or Conscript spam into Shock troops. One MG42 and Granatwerfer Team is a viable option. MG42s grant you supression which helps Grenadiers to beat Rifleman and mortar allows you to clear buildings or weapon teams. Some players spam Grenadiers in combination with flamer Pioneer spam whilst using
Closed Air Support Doctrine to convert fuel into munitions.
How can one make a working safe build order to survive without being within an inch of losing the whole way.
To compensate Ostheer weaknesses and bad map design most players choose
Mechanised Assault Doctrine. This doctrine allows you to call in StuG Version E which is quite effective versus infantry of any kind. You also gain access to Tiger. To save fuel for Tiger it is common to tech up to T2 as maximum. Producing 4 Grenadiers, one MG42, 2 PaK40s and one or more StuG E is a viable strategy to survive until Tiger arrives. Teching to T3/T4 to produce tanks in these techs is unviable since Panzer IV arrives shortly before Tiger could arrive. So why producing a PIV when you can have a Tiger a little bit later? Ostheer teching is out of place these times due to high costs and better options being available at the same time.