Having a 280 hmg reinforce at same price with a 250 is with same logic a "bug".
No? Because, again, you are paying a reinforce cost based on the weapon crew performance and not on the weapon support performance.
Then your end goal should be, is OH paying too much on support weapon reinforce compared to other factions or not ?
Ex: why would the USF AT gun (270mp) be paying more/equal on reinforce than the OH/UK paks (320mp).
Helping player take good decision without having to know that exact stat of every unit in the game
is helpful and is something Relic attempted to achieved with a number of rules.
That's fine, but you are overestimating how much impact things like perfectly knowing reinforce time or cost have on the performance or decisions a player can take. If you look at the average player or heck any player, you'll realise that they all have quite a lot of down/idle time cause no one here is a korean with 300+ APM.
You have an 1 man Conscript return to base and think: oh, i need 100mp and 20s to reinforce or just spam reinforce hotkey and check that you have a decent amount of mp banked ?
Those kind of things don't take away from good decision making.
You are trying to impose a message saying as Relic "tried" to globally take into account all unit and having a faction as a benchmark, or that they haven't been doing flip-flops when they tune individual units performance.
Go here, take a look at changes and you might as go as well to Cruzz ninja changes thread.
https://community.companyofheroes.com/discussion/67/coh-2-changelog
We WOULD LOVE having a 1/2 per month balance adjustment altering as little as possible units so it doesn't make units go from totally OP to never be seen again units. But this is Relic, a company having internal problems, with a 5 years old game.
You don't like scope, i don't like scope, everyone here doesn't like it. Guess what. This is how the game works, this is how it's gonna be done. Why? Because there is not enough resources to make developers waste time on a 5 year old game, administrating and doing QA tests on basically the whole roster of units, if we were to do a proper re balance.
"But X unit only need a small adjustment here and there". That small adjustment might not be as ez to implement or even if it's ez, it might be breaking something totally unrelated which you might not know. This is otato: engine on which we fix +50 bugs per patch but introduce +20 more and 10 which are hidden and will only be discovered 3 patches later so you won't even have a clue on why or when it started.