Similarly, the Steam stats are not really indicative of in-game balance. In general a lot of the changes to Soviets came about partly as a result of previous tournaments where the Soviets completely dominated. Personally I think things like the scout car squad deaths on destruction change and the SU-85 cone sight change have actually made the Soviet faction more fun and engaging to play.
Yes they did, and now in the tournament held in this patch, did soviets actually win a single game? Every game I watched ended with the germans winning.
There's not really any truth that the German play doesn't involve a lot of micro. Armoured cars are very micro intensive, dodging molotovs is normally more micro intensive than dodging riflenades (not right now because broken sound). I agree that Germans are a easier/less stressful to play right now, if you're not above going the MG suppression bulletin and LMGs everywhere but I don't think the balance is actually massively off in general, just that the MG-42 needs a look-in, and a few things on each side are OP and UP (so, maxims a bit UP, KV-8 way OP etc. etc., LMG-gren OP, German Sniper very much UP).
As a player who plays both and finds soviets immensively frustrating to win against anyone with a clue right now, I really don't agree with any of these points.
Molotovs are a very low reward skill even if they land, they're 10 impact damage with 6 damage per second ignoring the RNG, so effectively they never kill anything outside of the RNG as long as you move out after sitting in it for a couple of seconds. Getting hit with a riflenade always carries a very big risk of having the entire squad gibbed, a molotov has no such immediate risk and is much worse in several ways (requires teching and has horrible range with a very obvious animation).
Armored car micro honestly isn't any harder than clown cars (the unit behaves far better because of the rotating turret) and is far more rewarding in terms of kills.
LMG42 completely removes conscripts from the game, which is why people just go snipers.
MG42 can be used earlygame to lock out all the important points with no real counter for the soviets to stall for T2, and after that can be used either as a bait to force soviets send vehicles/snipers to them, or as an offensive tool to neuter any soviet infantry push by keeping an mg42 with you to instasuppress anything that comes in front of your grenadiers.
FlameHT tends to be impossible to deal with without several guard squads or a lucky mine hit.
Basically I just trollplay as germans, never equip MG bulletins, only make at most one MG during an entire match, don't dodge out of molotovs until after they hit most of the time, and winning is still so much easier than with soviets. Soviets have the option of either going for the entirely predictable 1-2 conscripts, T1 and sniper cars and guards, T4 to which you can lose if the soviets play extremely good and keep on getting lucky, or some more unpredictable alternative build that you will pretty much always win as against germans if you don't mess up because the other units are so bad. As germans you can choose to do any number of things build wise, all of which work good, some so good (T2 vehicle rushes) that they force the soviets to get counters before you even make a single unit.
As germans since this patch I have won around 30 games and lost 4 (out of which two I lost to relic servers going down) while just messing around, with soviets I've been hovering far closer to losing every other game this patch while shedding tears of blood.
http://www.coh2.org/ladders/playercard/steamid/76561197970841350
But obviously because I'm not in top 20 with both factions this opinion is not worth anything.