It also sounds like you haven't played the mod, I encourage you to do so and I'm sure you'll see for yourself it plays out much better than you realise.
Except I had... I know you are thrilled about what you're working on, just like I love all the changes I made in my mods, but I really don't expect anyone to share that sentiment with me.
There's actually a lot more changes to the USF Mortar than the notes display. Due to a few issues with the USF Mortar, we started again from scratch with a new unit which is a clone of the Wehrmacht Mortar. Fromt he Wehrmacht Mortar, it then has the changes noted in the patch notes. This means that on top of what is listed, the USF Mortar has a slower barrage speed and it doesn't get the scatter bonus at vet 1, which was probably the strongest thing about it.
That's unclear. The only real discernible difference I saw from my tests were the shortened range so it's not like I could take that knowledge into account with what I was seeing. You may know exactly what has been changed and what to look for as a result, but those of us trying to test it and provide feedback aren't going to know that.
We actually experimented with the PPSH change at first but decided not to go with it. Firstly Relic didn't like this change as it was cut from the May Balance Preview as it overlapped with Shock Troops. But secondly it was a liability for close quarters combat maps, of which there is now a lot. PPSH upgrade would have either been a thing worthless in most maps and then overpowered in some such as Rustwork Essen, Caen, Bryansk Forest etc. It was a risk we didn't want to go with. DP's would probably make penals even stronger, and would overlap with Guards. You have to remember that Penal Rifles are incredibly powerful, it's not like Conscripts where you're upgrading from weak rifles, so by giving them a munitions upgrade, it would have to make them even stronger which is the opposite of our intention.
That's fair, although it's worth pointing out that there's considerable overlap between stock units and doctrinal units. Also, if the point of this patch is to make more viable choices, then assuming a Guards commander outright is rather self defeating. And I am furthermore very aware of how powerful SVTs are. Which is why they might mitigate the power of a stationary LMG so that it might not be as considerable a buff. You've got to remember that not all criticism comes from a place of ignorance. I would also suggest not to balance a faction around the supposed imbalances of maps. Maps come after faction design. And the metagame comes after both. Don't rule options out because of what comes *after* the faction. And ya'll should certainly not be trying to balance based on the metagame or worse yet, trying to predict the meta and make preemptive adjustments.
And in May, those PPShes were on top of the flamethrowers, which was indeed overkill.
There's a lot more to it than just that, as many of the other changes in the mod directly help this. Penals are Guards will no longer be outscaling Grenadiers and the Light Tank nerfs will greatly help Wehrmacht infantry stay alive into the late game so Wehrmacht aren't behind on squads. Riflemen are also losing double M1919's, and they are also getting a nerf to their vet 3 Received accuracy bonus. This one accidentally wasn't documented in the change notes (my bad) but it's definitely in there. So Grenadiers and Panzer Grenadiers will definitely be scaling a bit better.
Okay, I get that, but the issue with Wehrmacht scaling in the lategame isn't that they can't get to the lategame, it's that once they get there they lose the war of attrition through instagib squad wipes. In my experiences in game and from countless discussions on these forums are how regardless of vet, grens get gibbed in the lategame because they clump up in cover and while pathing for every shell that comes their way. It's always been about keeping them alive in the late game more than getting them there.
It was only very recently that this attrition began at t0. Fixing that issue still won't address lategame wehrmacht scaling.
But one thing that could happen and that could be tested would adjusting cover search radius on squads. Just a thought. Those are the sorts of things that are most advantageous to test with these preview patches, IMO.
Regarding British, we had some changes in mind to do with Double Brens, but to prevent double Brens it required some other changes to compensate which were out of scope and cut by Relic. We are working on ways to try and include this in a more concise way so we can get this through.
But ultimately there is lots of other underlying causes as to why Wehrmacht infantry are weak, but they were lots of other issues that requires some big changes which were out of scope for this small-scale and limited patch. This includes things like Demos, Rocket Arty, HE SHermans, Pershings, Cromwells, Comets etc.
And that's the thing. While it is unfortunate that the scope of this patch is so limiting, I understand that you're probably all very eager to make changes. But for both of these reasons ya'll should try to produce a few testable changes that people can feasibly test and respond to. Don't go nuts making changes just for the sake of making changes.