Many things could have been balanced around OKW, even if they had kept the resource penalty. However, there is one thing that would probably not work out that well: Fuel/Ammo supply drops. An OKW player that picks these drops would get an inflated amount of resources from it.
The best way to address that, while still giving a semblance of "rare" vehicles would be to 1) remove the resource penalty and 2) simply bump the fuel/ammo prices of pretty much everything.
I agree that resource wise, the easiest path was to change the cost of units/trucks/teching. What i mostly didn't agree with is changing the units performance (Volks), swap from tiers and removal of convertion.
Another one: at least on 2v2, Fortifications was autowin on certain maps. Pak43 into KT was what brought me to top 3
The problem was, no other vehicle in their fleet was worth investing in, so it was pretty boring, despite having a lot more risk/reward payoffs.
Nah, the other problem was that there was no point on capping your "half of the map" rather than try to keep your opponent cut off of resources.
Some other things:
-On top of SwS HT crushing OPieop, it was still good to push units around. Heck there was an abuse on Semoisky on which you could block your opponent from getting outside of his base.
-Sturms were PG lite. Ghost barbwire was impossible to counter (you couldn't use minesweeper kit nor destroy it on a reasonable amount of time)
-There was a patch on which the Kubel received the title of Kubeljesus.
-MG34 were even better than MG42
-Obers had armor and bonifications against retreating units.
-JT could shoot through hedge blockers normally.
-If you saved up ±600 with scavenge, you would auto win against USF on 1v1.
Like this, there were several other things. Although, IMO, i would had rather adjust a couple other things instead of simply removing the resource penalties.
This is kinda tricky IIRC.
There is/used to exist an invisible coaxial MG on the KT which could suppress. Then i'm not sure if this was fixed or not and the suppression moved to the hull one.
Plus it will get indirect buff by removing schrecks from Volks.
I'm more scared about faust that schrecks. Snares can't be pushed around.
T70 is fine. It gets more AI than luch at the expense of survivability. It also has arguably better abilities.
222 performance is fine. What is not fine is the fuel cost which was ninja buffed and should had been increased after HP buff (we still need those fixes on the 222 MG).
Redesign factions is not bad, although trying to redesign 31 of them at the same time can be.
And I have explained why imo other issues should be first addressed before going down that road.
It is the priority and way2 the redesigning is made not the redesign itself.
In the end of the day, it is my opinion that long lasting issues, some of them 4 years old3, should be fixed before attempting to redesign 3 factions, so that we don't have to wait another 4 year to seem them fixed. Feel free to think either-wise.
1-
I'll argue that, at least for SU and to some point USF, that the changes are not a redesign as the role of the units are not changed. (Between spoilers i explain myself but no need to read it)
SU
USF has 2 changes that "redesign" the faction. Captain removal of zooks and the inclusion of the mortar (which shouldn't be a copy pasta of OH mortar).
For the rest they are much a QoL changes.
By your logic, I'm also surprised you mention 3 factions and not all 5.
UKF get more initial mp, BC gets significant changes and flares receive a QoL change as well. Finally Firefly role is changed as much as the Su85 has been changed.
Same with OH. T3 and T4 been cheaper, Brummbar QoL and specially Pios been able to build sandbags is not small.
2- Priorities change depending on the eyes of the user. This is still a preview and supposely most changes won't make it. If Relic doesn't have the manpower to make people actually develop new changes, i don't find unreasonable that they draw from what the community can do and then re use it what they consider it fits to the base game.
3- Again, besides OKW, most changes are issues which have some years on their backs. I still want those "since release" issues to be fixed and i was expecting to see more changes from Mirage mod been implemented. IMO it's good to test few things first rather than just throwing the whole mod to people, as on this way they can focus on certain things.
Your post seem to indicate that the game is currently not balanced and imo it is.
As most other people have commented several months before, the game is balanced but ONLY STRICTLY if we talk about going meta. Options have been drastically reduced.