OKW base structures were provided with bonuses to allow them to hold ground because they could not field as many tanks as other factions. With these new changes the bonuses acquired by building these structures should be removed.
For instance, now with full fuel OKW can place a Schwer on the field, early and far forward giving it huge map control potential with limited risk which before was more of a handicap because they would not receive a tank from the building for another 5 minutes or more.
The ability of OKW to field more tanks also means that units like Obers, which are designed to soft counter their hard infantry counters, need to be looked at very closely. Almost certainly their LMG34 needs to go up to 120 munitions.
Call in infantry probably should also require an upgrade, as the reason they did not have it before was to compensate for limited munitions.
OKW Panther is too good for its current place. It should be in Schwer but require an unlock within the building to build.
Shrek blobs are gonna be the be all end all in team games. Volks, if they are to remain this way, may need to lose shreks, and have an upgrade that gives them fausts. They could then gain an MP40 upgrade or something else to help improve their dps. As it stands Volks already vet faster in team games because shreks let them hit vehicles quickly and pick up vet. While allied units are shooting at low cost volks squads for limited vet options.
Vet 5 seems completely ridiculous now, outright better form of the vet system all other armies depend on.
Luchs is too good. Its ability to chase down and wipe squads is much higher than the stuart or the T70. If it is to remain in place it needs to come with low health. As it stands if you start to lose and retreat, while this thing appears it will instantly be game over. The vet on the Luchs is also outright better than other light vehicles
JPIV still needs to be addressed.
PF rifle nade bug still not addressed, needs to have no maximum distance.
JT, used correctly, is still unbeatable in team games, and will be more so now with tons of munitions to build mines and shreks. Unit should be closely examined. The reason it existed before was to compensate for a faction that would have 0 tanks on the field when it arrived. Now it can support multiple tanks, which makes its synergy too high.
OKW sturm pios with flames are going to be too good. The unit was as good as it was to compensate for how few you would have. Now with munitions and more MP because you can afford vehicles (which don't have to reinforce) these units will be way too good. Build into that their vet will help the vehicles repair faster and things are going to get out of control.
These changes to OKW have huge knock on effects that are not considered in the current patch notes. OKW cannot get straight buffs across the board (as they have here, excusing small changes to vet 4 and 5). OKW's ability to control team games will increase greatly at the expense of all other factions.
Edit: OKW abilities should have their prices raised to bring them in line with other factions. For instance ability to shoot through walls for JT needs a price increase, Combat Blitz needs a price increase, etc.
Pretty much how I feel about this.