Snip
First off, OKW gets a stationary gun, which destroyed, will require to to retruck and rebuild. That's why me personally, unless I absolutely know I can get away with it, Panzer HQ stays in Flak Gun city.
And you're comparing that to getting three free mobile units that can build stuff faster, access to zooks, 1919, and call in artillery strikes.
Fuzilers are locked behind doctrine, cost 80mp to get to six man, locks out schrecks. Whereas a vetted BAR/Zook combo Rifleman is not locked behind ANYTHING except no brainer tech. At this point, because Volks can't thrive in the late game, Fusilers are the only OKW unit that can be a mainline and do well in the late game.
Do you know how easy it would be to cheese that Rapid Armor? You talk about a hail mary, but you can build THREE tanks before it would be locked out. This doesn't stop you from building more tanks either. Jagdpanzer has hard enough time creating space for a shot against a Sherman without the inevitable rage inducing circle strafe nonsense.
Heavy tanks are no longer locked to one, but they STILL have heavy popcap, and STILL are fuel heavy at 240+, by their very nature, you build one and your field presence is reduced because you have 22 or so popcap in ONE unit. Often I'll opt for Pwerfer/Stuka + Panzer IV over a Tiger just to keep my flexibility.