"Orah" is to get out of the arc or avoid an mg. Granting it suppression immunity or decreased suppression is a bad idea since there is no counter play to just blobbed cons orahing into an mg.
Cons don't need much to make them work better in their intended role.
Here would be my suggestions.
vet 2 30% (or even higher) decrease on molotov throw and maybe an increase to projectile speed (if something like this is possible)
vet 3 "orah" grants a 10% accuracy bonus (or rate of fire or a mix of both) bonus. This would allow well positioned cons in cover to hold out against late game infantry a little longer at the cost of some micro management and ammo.
vet 3 grants the possibility to upgrade 2 (or 3) SVTs on the squad for 40 (60) munition.
vet 3 reinforce cost is reduced to 18
These changes wouldn't upset early game engagements but would make cons more viable late game.
+1 for non doc weapon upgrades,would be something like weaker Penals...
Don't know if these will be added though with the "make T1 great again" balance problems...