big post
You forgot Encirclement doctrine, boooo.
I disagree with several crossed out abilities.
-Mortar HT has napalm rounds, it can completely shut down british emplacements.
-Napalm bombing is ok too for the reason above.
-Stug E is about half the price of a brummbar and two of them perform roughly the same, but with more range. They get insane firerate at vet3.
-Opel blitz can work on fuel/muni points too, allowing the owning player to get earlier vehicles or use the two quite decent aircraft support abilities. Also, one of it's underused utilities is that it can allow cut off territories to continue to provide resources.
-Sector arty arrives slower than perimeter overwatch, but it has a greater firerate and more precise, it server it purpose most of the times in my experience.
-Riegel mine is completely fine, just happened to use it yesterday to shut down an armored flank. Seriously, the 251 halftrack is usually must have unit in team games anyway.
-Tactical advance, to my experience, is best used after mass retreats, to get back to the frontline much faster. Plus it affect team weapons too, I can see situations where an at gun would need that extra speed.
-Supply medical drop has its uses too (tho I agree it was made somewhat redundant lately).
The ones I agree with:
-Relief Infantry
-250 HT coming with infantry