@Strummingbird: A global, one off fuel cost upgrade is already unprecedented in CoH2.
If PPSHs where made a universal nonCommander upgrade, it would have to be a muni upgrade PER UNIT, to remain consistent with the existing upgrade scheme in CoH2.
Unprecedented in Coh2 in terms of actual weapons only- molotovs and ATNades are fuel cost abilities (and to an extent, weapons). It would certainly not be unprecedented in the Coh franchise though, and from what I've heard people aren't averse to- and some welcome- the idea of fuel cost upgrades back again.
Admittedly weapon upgrades are still munition-only for the soviets and germans right now. It probably detracts from the game that this is so, though, given that the BAR + other rifle upgrades + supply yard + sherman upgun versus german fuel-consuming veterancy was an interesting dynamic that I always enjoyed playing with and watching in Coh1 casts.
Furthermore, to offset Cons Merge and Oorah, Id expect such a nonCommander upgrade to cost around 70-80 munis per unit, to retain equity.
I daresay I made a point about why there does not need to be an offset with regards to such abilities- because conscripts and flanking are the core of the soviet army, while the entire german T1 is the core of the german army. See my first post on this thread for more.
The idea of Penals acting as the core late-game infantry (which I believe is what you're proposing) just doesn't work, because-
1. Soviet tech structures take very long to build.
2. Soviet tech structures are relatively expensive, even the SWC.
3. As a result, given that it is either T1 OR T2 for the Soviets, almost never both, you'll only see the building Penals come out of in half your matches, let alone the penals themselves.
4. You still need conscripts to start the game- building off penals alone, or even transitioning from conscripts to penals later, just isn't feasible. Spending manpower and fuel on tech structures late game for unvetted anti-infantry infantry just doesn't cut it, imo, especially with call-in infantry in most doctrines. If you can make use of penals well, or players better than I can, then all power to them- I'll try to learn from that.
5. Therefore, Penals, as they are, a pure anti-infantry infantry unit from a tier that doesn't fit into everyone's build order, costly for their initial ability and somewhat fragile without veterancy for cost, and without most of the utility that conscripts or grenadiers provide, or the adaptability that panzergrenadiers or AT support that Guards provide, or raw survivability and damage that Shocks provide, are left high and dry without a niche in most of the games I've had the fortune to observe and play in.
AT rifles for Penals is an interesting idea, I'll grant you that, but AT nades are still much more useful as the game progresses from what I've seen. Even against vetted halftracks, guard AT rifles aren't the main draw- it's the button + AT nade from conscripts, or button + AT gun.
DISCLAIMER though- I am by no means good at this game- or even decent, actually. These comments are made from my limited understanding and observations of the game as it is now, and observing other people play on their streams. If someone could care to correct any mistakes I make (maybe penals have a niche I failed to notice and take advantage of?), I would be appreciative.