General thoughts:
These notes seem like a fraction of what's needed. They're a step in the right direction (and that's always appreciated), but they will in no way address the stale meta that's evolved in the game (60 range TDs, OKW Mech > Med, OST weakness, Sov domination). If this is a "part 1" patch, then that's fine, but I really hope there's more to come; we're missing changes to address the core issues in the current game.
For USF, the current state of the M36 has been heavily criticized for months, if not longer, and there's nothing to address either it, nor its counters. Similarly, the changes to the Scott/Pak Howie made them RNG-wiping machines (I guess that's better than consistent wiping machines); they're still annoying to deal with, but now they;re also annoying to use (due to the RNG).
OKW's tech' situation is still pretty btale, with Mech massively outshining Med in pretty much every way, especially with the LeiG flame nerfs (that was one major reason to go med). Copying USF's "vehicle unlock" system might be a good idea, whereby the med truck's healing/FRP becomes free, but you need to pay to gain access to the Flak-HT and IRHT.
OST is still going to get demolished in most situations, thanks to Grens generally under-performing (or just being squishy) especially in the late-game. Additionally, UKF has gained some close-range squads as well as non-doc off-map smoke, which means they'll also have a better time against OST. T4 is also still in a really bad place, where it's much more viable to go for T3 and call-ins.
Sov changes seem decent, but as we saw at WCS, they're very powerful. I'm not entirely sure on the changes to 7-man-cons, but it could be a step in the right direction. Adjustments to the T70 are absolutely needed, since it's such a dominant unit. Additionally, as it's been pointed out before, Sov really doesn't have a weakness currently. Their infantry is exceptional, especially with upgrades, and their vehicles have incredible price/performance, which only goes up with excellent call-in heavies. The IS2 armor nerf might help this a bit, but it won't fix the core issue. If Sov's infantry is this good, it needs to be possible to inflict serious MP bleed - but its not (especially against cons) due to the reinforce costs and very fast vet gain. Similarly, due to their cost, massing tanks is also incredibly viable, since they're (mostly) good against both tanks and infantry.
UKF is still going to be pretty gimmicky, but at this point I'm not sure what can be done.
As I said, I (mostly) like what's being done here, but I think that a lot more is needed. Hopefully we'll get more changes in a future version of the patch, or other patches in the near future (spring balance patch?). Either way, I still appreciate the work the balance team is doing.
Thoughts on current notes:
General
On-map arty
Why are we lowering on-map arty pop to 13? I don't feel like this was needed, especially in team games.
Heavy tanks
Generally a good change, but I don't think "requires all buildings" is the right idea - at least not if OST doesn't need it.
I would have also liked to have seen the ranges standardized to 45, with their range vet bonuses removed, just for consistency.
UKF
Infantry sections
These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level in a non-oppressive state.
Then why are these only buffs? If you want to keep the overall strength the same, and also increase out-of-cover strength, then in-cover strength needs to go down. Otherwise the overall strength goes up. Late game double-bren blobs are still quite oppressive, and these changes will only increase that.
Assault officer
This looks pretty interesting, and could fill a pretty important role. It'll be interesting to see how effective this is, though, since it's limited to one.
UC-Wasp Upgrade
This change is a bit risky. Increasing the armor vs. MGs makes sense, but it'll also make it more resistant to grens/volks/etc. Early game T0 vehicles should be pretty vulnerable, even if you invest in upgrades.
British Medic Squad
Is this a mobile healing squad, or an HQ upgrade like the Sov medics? If it's the former, that's going to be overpowered just due to utility, let alone if the heal rate is high (or AoE based). If it's the later, it's a good addition, but the price is too low (30mp isn't equal to 60 muni for OST, for example).
HQ Glider
So for 450mp, you get: 3x Medics, a free FRP, a squad of commandos, AND the ability to reinforce? That's WAY too much.
All other UKF changes seem good.
Sov
Cons
The major problem (IMO) was the near zero MP bleed you could inflict, and their general survivability - not their in cover DPS.
All other Sov changes seem good.
USF
Grenade Package unlock
Not sure if this was needed, but it could work, I suppose.
All other USF changes seem good.
OKW
Sturmtiger
The main issue with this thing is that it never hits anything once there's craters on the map (i.e. late-game... when it becomes available). The changes are nice, but I don't think they'll drag this unit up from being
the worst unit in the game.
JT
Not sure why a price reduction was needed - especially a 5% fuel cost reduction.
Falls
Faust is finally removed - I think these will finally be in a good place. Hopefully we can all move on now.
All other OKW changes seem good.
OST
Not much here... but I guess the changes are fine.