I would love to see your playercard, these are some pretty big claims.
Also, I guess I should answer your complaints, since no one did, so...
1) shocktroops cost a massive 360 mp, and one of their main strenghts is durability. The best way to combat them are vechicles, or snipers, or staying as far away as possible at all times.
2) conscripts are actually less cost-efficient at the start of the game, they only get really good when you get the mobilize reserves upgrade (which is getting a nerf next patch anyway)
3) pioneers are actually capable of winning against any mainline infantry if they ambush them from close range (maybe except riflemen) and flamethrower is supposed to kill garrisoned/clumped up behind cover infantry
4) fallshrimjagers are already a very powerful alternative to obersoldaten with camo though and they were overperforming recently
5) mg 34 is weaker and, to compensate, costs 250 mp + has access to ap rounds that also greatly boost damage vs infantry. Also the maxim is so bad at surpressing infantry a panzergren squad can run up to it frontally and throw a nade at it, mg fights is the only time a maxim can be useful, and it's not like mg fights are a common event
6) also assault grenadiers are available at 0 cp and cost 80 mp less, a cheaper squad is supposed to lose to an expensive one that has the same role
7) you are not supposed to spam sturmpios all game as a mainline infantry replacement + they are also tasked with building mines, wire and repairing vechicles, so they shouldn't be as cost efficient as combat-only infantry
8) volksgrenadiers with stg44 cost 250 mp + 60 muni, riflemen with double bar cost 280 mp + 120 muni + needs weapon rack research while OKW unlocks upgrades with normal tech
9) raketenwerfer is already a very good AT unit (cheap, good pen, can retreat), turning WITH camo would be overkill
10) it trades mobility for firepower and accouracy, retreating would make it better than mortars in every way
11) OKW doesn't need earlygame buffs when it already is this strong early on, also OKW is supposed to have weak teamweapons
12) kubel is not made for combat, it's for recon with vet 1 maphack and is dirt cheap, against light vechicles you have sturmpios with panzershreck and raketenwerfers and pumas
13) ostheer heal also doesn't require you to upgrade your squad with munitions and is gained with vet instead of tech
1)they come at 2CP and there is no infantry able to counter it, when you have tanks it's too late and they will surely have counter
2)if you try actually conscripts can kill volks and granadiers in close rage, with or without cover (for both)
3)that's true but too squishy for theyre cost (make them 340 as cost and strong as panzergranadiers, ofc too op for early game but to take as example) theyre loss is a pain
4)i would nerf a bit theyre damage for more survavabilty
5)the piercing rounds are an ability of vet 1 like the mg42, though the 42 is much better, also the vickers gets default piercing rounds at vet 2 and the cal 50 has piercing rounds from vet 0 as ability
6)for that i would put them like shocktroops, you're right that it would be overkill else
7)because of that replacing tham should be less costly like any other faction
8)volks cost 260 now, for the ammo is true but after they will underperform,for the research you have to build the trucka and that costs
9)zis and pak can with ambus training
10) the 120mm russian mortar can, and even with 1 man when the others can't
11) that's not true, scout car and UC can beat easily all infantry in early game and have high resistance
12)still not in early game and if you play ost you've got nothing to counter them
13)true but the british version is much more efficient, cheap and easy, and also gives a survavibility bonus to the squad, it cost just 30 of ammo once instead of 15 all times, heals all troops nearby instead of 1, doesn't need to be cast, tech lv1 with ost would be much better and fair