Using Penal satchels is a rediculous idea, there is absolutely no unpack time so it can just move out of the way. T1 doesn't deal with OKW T2. You have to either go Guards, Con Spam with AT nades or go T2. Guards inside of M3 can be nice to catch it out of position and chase it down.
You have to bear in mind Flamers don't cost 60 munitions, they cost 170/200 manpower + 60 munitions because if you build a flamer on your starting Engies or Pioneers you're then going to have to build another squad in order to have a minesweeper which you're always going to need every game against good players.
I think Flamers are fine given the weak platforms, but they can become really crazy when they are dropped and given to a strong platform such as Grenadiers or Conscripts. But that's same with lots of things such as Shreks. Really the only issue I have with Flamers is putting them inside of M3 for the awful Clown Car chase your squad down on retreat in the first 4 minutes thing. And that's just silly design of the M3.
Soviets currently have much better flamers since they can merge their Combat engineers with Concripts all day.
Let's start of 2015 with a Coh2 2v2. My apologies for the low quality, this was taken direct from a Twitch recording due to the local recording being corrupted.
I think it's overperforming, but the real issue is with how underperforming Bazookas are, and with Soviets complete Lack of infantry based AT having to rely entirely on Ziss Guns which need to hit it 3 times to actually kill it and with their very slow rate of fire, and the likely hood to miss because of the small target size that often results in 4 shots being required, possibly more with lucky cits. There's no room for out play when your slow AT gun with a slow firing rate needs to fire 3-5 times to kill a super fast mobile tank that can easily Wipe the Ziss gun itself. The only real choice is to stall for the T-34 or Sherman and hope it hasn't wiped too many squads on retreat or cut off all your territory by the time you can actually get some a Tank to kill it. If the Soviet doesn't rush Tier3 in time, the only choice is to spam mines everywhere and hope that the Panzer 2 will drive over a mine in front of a Ziss gun so that after 4 shots on average it will kill it.
Comparing it to T-70's/Greyhounds/M20's/M15's/Stuarts not only do they generally die in two shots, they also are versing AT guns with a higher rate of fire, and with actual dependable Infantry based AT in the form of Shreks, and having to avoid Panzerfausts with long range if you're versing Wehrmacht. The other issue is it's hard to prepare for the Panzer 2, because you have no idea whether or not it will be a Panzer 2 or Double Obersoldaten rushed out. Preparing for the wrong unit can be very punishing as Obersoldaten also have such a massive impact.
Whilst the Panzer 2 is more of an investment, OKW are so good at stalling and camping without vehicles because of how strong Volks Shreks, Obers and forward bases are. It's very viable and common for an OKW to just not build any vehicles at all and go straight for King Tiger. I think the Panzer 2 needs a small nerf to either damage, health or target size. Even something like adding an aim-fire delay would help out Bazookas/PTRS. The impact it has and how much it changes the game is so much higher then that of any light/medium tank in the game, especially given how difficult it is to actually kill it without just relying on the OKW player making a big mistake and getting caught out of position. Bazookas are also really overdue for a buff, with their awful accuracy against small vehicles and not enough damage/penetration against bigger tanks.