I strongly disagree with the removal of infantry crush on medium tanks.
I think it's important for units to be able to step out of their main role in certain situations and challenge the conventional rules of gameplay. To me, it's one of the pillars of what makes COH great.
It's a mechanic that rewards skill and planning on both sides (because tanks can be baited into a crush to overextend). Without it, units become a little more boxed in to their roles and the game gets a little more shallow.
If the mechanic creates efficiency issues with specific units (M10 and Cromwell for example), then I'm sure those units can be dealt with individually and avoid sweeping changes.
The point of those units (m10, Crom) was to the be AT, not dedicated infantry crushing vehicles. The mechanic was, at least from what I saw, insanely inconsistent. Sometimes the tank would insta-wipe 3 squads, other times everyone would get out of the way. It wasn't fun to play with (too inconsistent), and it wasn't fun to play against (too inconsistent).
At least heavy crush tanks are a bit slower, so they might end up being a bit more reliable.
Flak yes, PaK 43, no, and this is coming from an OKW player, yes, as hard as it's to believe the guy with the British avatar is an OKW player, I only played them along with Fortifications before the Brits, now I have strategic diversity between Allies and Axis.
My main reason is getting rid of the crew for that 10 pop cap after the fighting is wayyy away from it, as much as it hurts me to kill my own award winning vet 5 crew.
That almost makes a good argument to make the crew invulnerable. Shouldn't really be able to decrew your own units at will to free up pop-cap (see USF calliope meta a while back).