I'm on potato-internet for another 10 days at least, thus I can't watch multimedia/youtube videos (else my internet bill will go through the roof). Thus I can only comment on your summary.
If your concern is that T1 turns from Soviet/aggression T1 into Company of Penals, then I think your concerns are well-founded. Note that we have already been planning a minimal-changes Penal battalion which people will finally be able to trial in v1.6.
Otherwise, could somebody provide a brief transcript?
My overall arguments were that whilst I respect all of your noble intentions, in bringing T1 into better use whilst simultaneously providing an alternative to guards by using penals...
It is unfortunately at complete odds with the inherent design and theme of penal battalions. They were suicide squad of alleged cowards and criminals condemned to die in combat, not elite multi weapon specialists, and it just doesn't work from a design perspective. Whilst I usually think competition rts > realism, this is a bit too much.
Two solutions I think would be good:
1) Revert to old pre buff penals, just make them a lot cheaper, and make T1 cheaper (so it gets used for flavour in the early game).
2) Experiment with penals as a 'not one step back' suicide squad, that can't retreat but can 'hit the dirt' instead. Just my idea as a role for them that would suit design. They would be great at keeping points from being captured or allowing you an anchor point to fight around.
I think with the nerf to guards and a buff in cost to T1/ penals you could break the meta whilst not being too elaborate and breaking the design.