I've said this in other threads before. T1 high risk/high reward was a thing from the past.
This concept died when soviet sniper (good thing they remove sprint but some changes overall should had been done) and the M3 were nerfed either directly or indirectly (pfaust on Volks practically killed any viability). T1 was dead till they re introduced Penals into the meta. And spamming Penals is not high risk at all.
I'm in favor of a T1 been purely AI, problem is for it to be viable either ALL units must be good or one has to be OP. Introducing either PTRS/M42 solves the problem but that's a change in the design of the tier.
It's not high risk because of Guards being able to bridge the gap to light vehicles (i.e. the first non-infantry thing to fight the increasingly powerful AI unit.) Penals compliment Guards well, but T2 still compliments itself AND Guards well.
Give Penals AT satchels. Make Satchels only usable after a 60 muni upgrade if necessary, or make Satchels unlock with AT nades or something.
At that point it is viable for the sniper team and the maxim to be swapped.
T1 maintains its AI focus while having a deterrent from being overrun by vehicles.
T2 supports conscript play while breaking the clear superiority over T1.
Penals and Maxims v snipers and mortars supporting cons. Think about it from an Axis perspective too: mortars counter maxims, but penals can beat grens. Against T2, grens can beat conscripts, but mg42s and snipers have natural counters available. Against OKW, a T1 maxim spam can hurt OKW starting out, but the Luchs becomes much more viable as a result of no quick ZiS. But a T2 start leaves indirect fire and snipers to contend with as OKW.
You see: actual gameplay. Choices that players can make that invites more cat-and-mouse build choices. Not: Build this unit until you get fuel for the first tank/vehicle. Which currently is how both T1 and T2 for soviets tend to exist.
I think it works better for 2v2s this way too.