Some points of (hopefully) constructive criticism:
I'm not a fan of the most recent main gun destroyed change. I understand wanting to keep the mechanic but currently it kind of feels like it just replaces the death crits style rng mechanics you worked to remove. If main gun destroyed has to remain in, maybe just add it back to ram as a possible crit when the rammed target is below a certain amount of hp?
Yeah...I'll just disable the entire crit for now, can just put it back in again if there's some actually good idea what to do with it.
I love that you're working with guards but they still don't seem quite right to me. They feel very strong as a long range anti infantry squad now when upgraded (because of the ptrs change) but they seem almost too good in this role, especially vs grens and still not that great in their AT role. I know you don't want to make major changes but I'd like to see guards provide the soviets option for hand held AT while shocks remain the elite infantry AI call in. That said, sovs could use a long range infantry unit and Penals already overlap largely with cons so... Why not swap the penal carbines with the guard's rifles and give the dp upgrade to penals. Then you'd be free to buff guard's ptrs rifles in their AT capability without fear of them being spam able jack of all trade units. This would provide the Sovs with scalable core infantry as well as a doctrinal infantry based AT option that might actually help against anything other than light vehicles.
I know, guards are even more spammable in my mod right now than in the proper game. Though I'm not sure if they're good enough to actually be an issue, especially with their tendency to destroy their own cover I'd say grenadiers will come out ahead of them cost performance wise fairly quickly, and compared to conscripts and shocks they do poorly against HMGs because the only ability they have against them is grenades. Synergy with snipers remains an issue, wouldn't say the PTRS changes really affect it. Probably too good against OKW not using MG34s or fusiliers due to the Kubel not really working on them that well. Not gonna adjust for now, need to play with them more myself.
Swapping unit roles like that opens up so many issues. You will now have shocks with long range infantry supporting them in 1vs1. You'll have button with IS2. And so on. It could work, or it could be an absolute nightmare that can't ever be balanced.
PTRS as credible AT is unlikely to happen, rapid fire low damage on infantry just isn't good against tanks in current game mechanics. Increasing the number of PTRS up to 4 might make the squad atleast somewhat scary to vehicles, but beyond that any change to make them more credible AT is going to make them seem less like at rifles and more like schreks.
Small fix patch:
6.11.2014.1:
Fixed Recon Commander Forward Observers being permanently disabled on a rifle squad if the "leader" model got killed while the ability was active.
Removed maingun crit from all vehicles for now.