Maybe I was not clear enough having flat weapons profiles does not make weapons bad, it makes small arm fire fight "bad" and that is why weapon profiles where introduced.
Wanting to equip a "Soviet" unit with "USF" weapon ignores faction design. Riflemen have a very good weapon and great weapon upgrade because the whole faction is designed around them, so giving the same weapon to a Soviet squad is not necessarily a good idea.
Trying to "fix" SVT by increasing the far DPS is actually turning into a better version of guards Mosin, (the number you suggested are close that weapon at range above 15 far better closer) so:
(why edit a weapon to much a weapon that already exist in game when these 2 weapons use different weapon profiles?)
You would end up with a Penal squad with around 30% more DPS the riflemen at VET3 so:
The are around 6 different version of the M1 in the game, with different properties...so its probably as common as other weapons...
Weapon profiles a great improvement in COH2 and Relic should try to follow them a much as possible. If Penals need to become a long range unit they should use the bolt action Mosin...
why shouldn't the penal get a good weapon? It's clear from their flamethrower upgrade that they are meant for killing infantry. It's clear the the penal lack the versatility of line infantry like rifleman or conscript, so the penal should be a dedicated anti-infantry unit.
Line infantry like the conscript and rifleman are versatile because they are expected to face all manner of threats and be able to contribute in any situation. The conscript's versatility is not the problem, the penal's lack of strength is the problem.
The penal have better offensive veterancy than the rifleman, while the rifleman have better defensive veterancy. Don't just complain about the penal's advantages over the rifleman and ignore the advantages the rifleman have over the penal.
and there's only 3 variants of m1 garand in use in multiplayer. the m1 garands used by the rifleman, the m1 garand used by the weapon crew, and the scoped m1 garand used by the pathfinder.
The weapons used by the ranger, rear echelon, and paratroopers are called m1 carbine. I would't use the term "m1 garand" to refer to the m1 carbine because that's grossly inaccurate. The m1 carbine was a different weapon developed by a different person working at a different company.
Seeing as how the rifleman make up the bulk of USF's, their m1 garand's are easily the most commonly seen semi-auto rifle.
the guard mosin is such a non-factor in the game they are not worth mentioning. guards are always going to be upgraded with the dp-28.
Guards stay useful & don't need changes, and Penals don't clash with Guards when upgraded
guards and penal have never clashed. The guard is a generalist unit while the penal is anti-infantry. Even if the satchel get a snared effect, the PTRS and dp-28 still make the guard distinct from the penal.
That's a simple tuning pack I put together to test changes to Soviet T1. Play the AI or grab a friend and try out some T1 modified Guards action.
the problem I see with the idea is that the guard doesn't need changes, and as I used before guards and penal are different enough that such changes are unnecessary.