It Makes no sense for the Molotov animation to be so long and obvious whilst the Incendiary grenade animation is instantaneous despite requiring no fuel unlock. Why do Soviets pay for an inferior grenade. I think Molotov is fine, it's more the Incendiary Grenade that should be put in line by having a slightly longer animation that's actually dodgeable.
Bofors seriously needs it's barrage ability replaced or removed with something else. It's ridiculous that by using that ability, a Bofors can counter it's own counter, Mortars.
Though using the Half track for constant reinforce of two Mortars sounds like a great idea.
Obers are simply much too expensive (both mp and popcap wise) to perform such a role even if they could be a battlegroup unit (otherwise they'd simply arrive too late), and Sturms are a poor choice for the very reasons you've outlined. Ideally, OKW should receive an additional dedicated infantry AT unit, but I don't see that happening. Shucks.
I dunno about that, sure they cost a lot more than PGrens but they also have better durability because of their received accuracy bonuses.
It's nice that OKW are getting some form of infantry-based AT back, but the Sturmpioneer doesn't seem like a good option choice since they will now be overburdened with too much utility. Sturmpioneers already are close combat infantry, repairers, salvagers, mine sweepers, can plant mines and lay barbed wire and fortifications. Throw in Panzershreks on top of that and it's too much for a single squad. I assume it's going to be a single Panzershrek, which isn't enough to really achieve much. The single Panzer Shrek worked (And then was a problem) on Volks because you would get 3-4 of them and were easily spammable until critical mass because Volks are cheap, durable 5 man squads, whilst Shreks wasn't much of a damage nerf against infantry because of how often they would wipe a model. (which is now nerfed)
Giving Sturmpioneers a single Shrek is going to be underwhelming, they're an expensive and fragile squad for a single Shrek, dealing with Light vehicles in the mid game isn't neccesarily a problem because of Panzerfausts on Volks for the snare combined and the buffed Raketen is strong, (maybe just needs more durable crew), just like Wehrmacht deal with light vehicles with Grenadier Fausts and Paks. Then a single shrek on Sturmpioners won't have enough firepower for the cost and durability to scale into late game against tank destroyers and medium tanks. Alternatively, giving Sturmpioneers double shreks would probably be too potent for a 300mp squad with all that utility.
I think a much better implementation would be to give Obersoldaten the option to upgrade to Double Shreks instead of the LMG. They are expensive 4 man squads, that would lack anti infantry with no LMG and only 2 rifles, so they're certainly not going to be over powered, just like Panzer Grenadiers, but it'll give OKW a mobile and yet potent Infantry Based AT to deal with the newly buffed Allied Tank Destroyers, which is where OKW can suffer from without Shreks. It could even be a good idea to move Obers onto the Battlegroup HQ, but then lock the LMG upgrade behind the Panzer Headquarters. That way the double Shreks would be accessible sooner and would give more flexibility in terms of unit compositions and strategy.
Ultimately, giving a Shrek to Sturmpioneers will be piling on far too much utility for a single squad, compared to Obers which are a one dimensional unit that would definitely benefit from the utility, whilst providing a platform with double Shreks that would be better balanced and have better scaling against Allied Tank Destroyers.
MG42 call in for OKW only costs 4 popcap and 260mp. Far less than MG42 for Wehrmacht. Not sure for certain, but it might seem have a smaller arc than it's supposed to.
Also, I don't understand why OKW can't get MG34 until after you get a truck. It prevents OKW from having flexible openings and build orders. It makes no sense since Brits and Wehr can get superior MG's instantly, why not OKW?