How and why? What is the reason that reinforcement cost per squad cost are a good metric for bleed? Your metric shows how much a player is punished for almost losing a squad compared to completely losing it, not how much bleed the squad will cause for your economy.
You can even see this in your own metric: Conscripts are probably the squad that causes the least bleed in the whole game, yet they are apparently worse than Sturmpioneers, the one OKW squad that every good player says to never build more than one of? PGrens apparently don't bleed much as well?
It doesn't take into account the most important information: When does a model die? You could quadruple the health of Grenadiers and your metric wouldn't show it.
Just to point it out here again: Equal K/D for a Conscript build is actually an awesome performance and a sign that OKW will lose. You trade 20 MP Conscripts/21 MP engis vs 25 MP Volks and 30 MP Sturms. That's actually perfect. Even if you'd assume that squads only get retreated with 1 model left, you'd pay 5x20 MP for Conscripts and 4x25 MP for Volks. Even at a negative K/D, you're still not trading down.
To start, I should have specified that I think an easy fix would be an increase in reinforce to ONLY Volks and Fussies by about 2-3MP, this over the course of the early to mid-game it would slightly delay Raks or elite infantry.
Now for your first point SOVIETS/USF/OKW are all infantry focused factions with their respective mainlines taking up similar popcap. What other metric then reinforce cost would you use for bleed. The point is to go out and make sure the enemy loses more than you do. One of the only units that does not do this and is designed not to do this is the Conscript. In the early to mid game I think we can agree Sturmpioneers are going to beat Conscripts badly and you know inflict bleed. The player now has to reinforce which slows other stuff down, Sturms are expensive and have a very narrow weapon profile which does not scale well compared to the other multiple options they have.
Also Pgrens come at a later time which has already been stated, an army has already been made so MP generation is reduced while also having a double impact of high POP cost. However when they hit they hit hard. They will demolish most early game units from BOTH USF and Soviets. So in the economy exchange, K/D it causes more bleed then it receives. That is literally the point of ELITE infantry for every faction. PGren arrive earlier than other Elites such as Para/Rangers which means they will have more VET so they can cause model drops leading to MP bleed.
I feel infantry is fairly closed to balance so I never brought up received acc or health of infantry so not sure what the point of that statement was. Wouldn't initial cost/pop cap/reinforce cost/upgrade cost all work together to decide performance of a unit such as DPS/range/durability? That would be outside of the scope of what I presented.
For your second point, you seem to have latched on the conscript most likely due to your argument being much weaker using literally every other unit. As stated Conscripts are one of the only units designed to lose models in that fashion and still maintain faction economy. You took a general statement and focused on a K/D that would never happen. Sticking with what you said under the constraints which is early-mid game trying to slow down the blob. Volks aren't losing 4 units once they get STG which is a stock upgrade that happens way before Mobile reserves and should hit before SVT or PPSH upgrades. So your example is worst case scenario for the OKW player, which once again means they are bleeding less.
Since you seem to be fairly against what I said. I want ask some fairly straight forward questions.
1) Do you believe OKW float MP? If yes why?
2) Do you believe OKW blob is not a problem especially Fussies? If yes how would you fix it.