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Volks are coverfighter that are at any stage undergunned. They can hardly keep a midgame offensive. By the time rifle get bar sturm are the facto too squishy to be a threat, this is why noone is actually building sturm squad other than early one even post patch.
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Look I linked my playercard, I don't agree with you.
There does seem to be a general consensus out there that volks are bad, when it simply isn't true. In the early game they are on par with any other infantry out there, for their cost. You can afford to get more of them than most other factions can afford to get their stock infantry so you can create a numbers advantage. You also get sturm support, a unit which is massively effective in the right engagements, practice getting them into the right engagements and you will find them very effective at all stages of the game. Just because you don't need or want more than 1 doesn't make them a bad unit. This all translates to a VERY strong early game.
Late game with vet and upgrades volks do fine dps at all ranges, have good survivability, and have very little bleed, as well as passive healing, faust and flame nade. They are honestly one of the best stock infantry units in the game. Additionally, late game, they should be getting support from mg's, tanks, elite infantry, LEIGS / whatever to overcome the superior (when loaded with expensive upgrades and costing more to reinforce) allied infantry. No issues there.
Anyway, regarding flak HQ, its fine. There is a location on every map where you can place your flak HQ that means for mortars or AT guns to be in range, said mortars or AT guns have to be suicidally far forward, while at the same time the flak HQ covers either a cuttoff, a deep flank route or a key resource point. That is true of every map. Put your flak HQ there and get free area denial in your back lines. If they run at guns and mortars into range to damage your flak HQ, you lost the game for other reasons or you punish them because they had to move vulnerable units too far up the field. An offmap wont kill it without damage from another source.
The flak HQ also gives you a place to run to to save yourself from a diving light vehicle, and it also gives you free AA capabilities. Its fine as is.