Just release the actual Urban Assault Doctrine.
All these abilities and units were once fully implemented and are still in the game.
Edit:
Looked up this commander more and I can agree that the original implementation is overpowered. As such here are my ideas for proper balancing:
1. [1 CP] Forward Supply Station
-identical to Soviet Forward Headquarters, except it repairs vehicles instead of healing troops
-in a similar fashion it would also allow the construction of a Field Base instead of designating a command building
-200 manpower, 25 fuel
2. [2 CP] Urban Assault Panzergrenadiers
-360 manpower
-5x panzergrenadier models
-weaponry upon deployment: 4x assault grenadier mp40s and 1x flamethrower
-can upgrade for 2nd flamethrower for 60 munitions (no more free weapon slots after that)
-has access to satchel charges (identical to penals'), smoke grenades and vet1 medkit
-(no armor upgrade)
3. [2 CP] Incendiary Mortar Barrage (passive)
-identical to the mortar halftracks's incendiary barrage
-45 munitions
4. [3 CP] Munitions Blitz
-gain 75 munitions immediately, but loose 300 manpower over 3 minutes
-the ability remains active for the duration of the 3 minutes (thus cannot stack)
5. [12 CP] Strategic Bombing
-He 111 bombers flatten the target area
-300 munitions