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.
I do not like any abilities that give free exp. This includes both the Elite rifle callin as well as the Ostheer Elite troops doctrine. I think they fundamentally break the game balance by giving easy, guaranteed access to abilities that are gated behind exp for a reason. I'd rather see them both changed to things like increased exp gain for units, even if that would be a passive ability that is fairly boring gameplay wise.
Soviet Weapon Team:
This has been a hot topic for a while but we are experimenting with 4 men Soviet Weapon Teams. Issue being they are too durable. If a 4 men team loses 2 men, chances of losing that whole squad would go up exponentially. When a 6 men squad loses 2 men the chances of losing that squad still remain fairly low. If overall performances needs to be compensated for reduced durability that is something we could also explore.
They don't overperform in 1vs1, period. Anyone complaining about them based on 1vs1 just needs to learn to play against them. Meanwhile in team games, all of the possible soviet early game infantry choices (penals and conscripts and combat engineers) just scale badly, maxims and snipers are the only things that can remain relevant throughout the game so you end up seeing them every single time with more organized teams. Before any sweeping changes to maxims, the long-term performance of conscripts and penals should be looked into to give more actual options for team game soviets.
If you were to reduce the durability of these squads, the performance of the guns would have to go up by quite a bit, which would create a whole boatload of new balance problems and would likely lead to just as many complaints from the anti-soviet crowd.
Long Range Combat:
With our change to lethality in a previous update to make cover more important. A side effect of that change was that it made long range weapons extremely effective, especially LMGs. The combination of cover, lethality, and long range has resulted in medium to short range units being overall less effective. In most situation, units that require closer range will lose too many men on approach resulting in a significant drop in offensive performance.
While there are some minor performance issues with short range firearms, the fundamental issue is just ease of use. With how the system is setup right now, you get very good performance just by selecting all your LMG armed long-range infantry, and amoving towards the enemy. By contrast trying to use short range troops generally involves much more roundabout maneuvering to setup flanks, use of smoke, and so on, yet the cost performance of these short range units is generally not THAT much better than the LMG blob.
While just reducing long range damage somewhat is an option, I do think it could be interesting if the LMG damage was made to spread damage on the entire enemy squad instead of focused on a single model. Right now a big part of the power of LMGs is that they will very quickly snipe off members from the enemy squad, forcing shorter range troops to just run away because having half a squad in melee doesn't really help them. Spread the damage out and you'll instead have a much larger though lower health squad coming into melee instead, which could actually do something. It would also make MGs a bit more efficient against LMG blobbing, because right now the gunner just gets instakilled in a row because all the fire is focused on him due to him being the most forward member of the MG squad.