Im calling it inhumane because its an unnecessary tax simply replacing manpower price, cooldown, and CP requirements.
If its 5-10 fuel, then sure. Its only for riflemen that dont even get a guarantee for vet 2.
Linking veterancy to fuel makes sense because it requires the player to make a decision. Manpower, cooldown, and CP requirements only affect the time that the vetted rifleman themselves arrive. They will not affect the time frame that vehicles or infantry upgrades will arrive. Linking vetted rifleman to fuel cost forces the player to decide whether they want an early infantry advantage, or the early game shock vehicle.
The fuel value itself could be determined by just how much you want to force the rifle company player to push their early game map control advantage. The higher the fuel cost, the better the USF player has to utilize his vetted infantry. It's an ease of use issue.
This also has to do with how Relic wants to market their commanders. Does shelling out 3.99 ensure an easier path to victory? Or does it allow you play in a unique way that fits your playstyle and allows you to play with more flare than the standard commanders. Overpowered DLC commanders are part of what have brought on the P2W label to coh2 in the first place. A vetted rifle squad can have a significant impact on the early game if used well. This should be a key point of the commander, not a spammable no brainer. If the Rifle Company player does this well he can consolidate his early game advantage into the mid game and try to seal the deal with easy 8s. (I think easy 8s are far to cost effective by skipping the Major at the moment but that is a topic for another discussion).
If he doesn't make great use of his vetted rifleman, he will have wasted the fuel on an infantry squad that will vet up on its own through combat anyway. This creates a risk/reward dynamic that is a little more interesting than a passive experience gain buff.
I don't know that this is the best way to approach the ability, but in my opinion it is more interesting than a simple passive xp gained buff, and would be more engaging to play both with and against.
Elite Rifleman:
At the moment this ability provides no real downfall to its usage except for its long recharge time. We implemented slight cost increase as well as starting it on a cool down. However we are currently exploring possible redesigns of the ability such as increasing the rate in which rifleman will accumulate Veterancy.
The problem I see with a simple EXP buff is that it offers no counter play to your opponent. It would leverage rifleman into the mid game much faster with no real risk on the behalf of the Rifle Company player. It simply makes your rifleman better, faster, regardless of how you play. Veterancy is gained from both receiving and taking damage, and rifleman are effective at all ranges. If the ability grants a passive exp boost for rifles, it will either cause them to vet up so fast that they snowball out of control, or the value will be so low that it isn't noticeable and the ability will feel useless. Even if you hit the sweet spot, its not very interesting to play against beefcake rifleman just because he chose the juiced up rifleman commander.
I would prefer that commander abilities feel impactful and interesting. They should shape the way that you play the game. A passive exp boost would dangerously toe the line between making your rifleman scale out of control, or be so weak that the ability goes relatively unnoticed.