1) 280 MP Rifles should out do damage vs 240 MP Grens (Not to mention Rifles reinforcement cost)
2) Free units that require fuel to unlock? Free fuel for OKW to tech first? cant compare apple to oranges.
3) Brutal teching only between T3 - T4; other than its fine.(I am surprised you don't complain about Sov teching but that is bc you only play Osth)
4) Pak had to be nerfed; its ROF was ridiculous and nullified USF medium armor.
1. Grens cost more to reinforce, especially more painful early game as Ost cannot afford to bleed MP when getting their T2. Still not garbage as people say they are though. They do good work.
2. If you compare WFA to EFA, they get too many bonuses for their tech while the others get nothing. LMGs and rifle grenade are arguable, but that doesn't make up for the fact WFA have way cheaper tech than their EFA counterparts with added bonuses. Move their prices up is what I've been shifting towards in my mind rather than reduce the tech costs of other factions. (and change call-ins, but that's a different story)
3.320 MP 60 Fuel for BP 2 and the building versus USF 200 MP and 50 Fuel for LT. This takes much longer than the USF who do not need to be at base to build anything and USF starts with more fuel by 5 and generally have better map control, increasing said fuel income.
-------
Here are a few things I think needs to be done with Ostheer units(only stating the buffs. not what may or may not need to be nerfed):
1. MG42: made more consistent. It's not bad, but aside from a small traverse buff, the MG42 needs to not fire the tiniest bursts at times and be more cosistent vs units in yellow cover that mess with its suppression thanks to its long cooldown between bursts. (It's not actually a pop shooter as people say it is, though. Maybe a little lacking at max, but that's not its job)
2.221/2: needs better acceleration and an armour buff. Also a new model since its current one is huge resulting it getting stuck on everything. Makes it more survivable vs small-arms which it needs and easier to get out since its poor acceleration often gets it killed as it needs to be stationary to be effective.
3. StuG: Penetration boost back to its old values, would help versus heavies if you're stuck on T3.
4. Sniper: HP boost. Self-explanatory.
5. Brummbar: less vet requirements. Expensive AI vehicles are a pain to rank up when you are primarily firing on cheap infantry.
6. Panzer Werfer: Maybe more AoE or just knock its cooldown down to be the lower to make up for the fact its damage is now relatively the same with Kats while having less rockets and range.
7: Artillery Officer: Brought down to 5-6 population. He's just an unupgradeable gren squad which has munition abilities. Well, actually he's worse than that since the Luger is only does damage within hugging distance. He's currently 9, why?
8: Ostheer Panther: Boost RoF a touch. Possibly revert armour boost. I don't need a tank that's durable, even if its fast enough to run down allied tanks. I need something that can actually kill tanks since if I'm going for a Panther. Its high penetration doesn't help it versus the majority of Allied mediums where its poor RoF means it takes forever to chew through tanks with 640 hp. And misses really hurt this thing.
9: LeFH: Needs to fire more shells or have its cooldown shortened and less scatter. Could swap some MP for fuel to make howitzer easier to field as you need less MP, though having a hit on tech and vehicles.
10: Ostwind: Reduce cost or make it reload faster with less scatter. I don't find it that impressive in terms of AI compared to the P4 as it spends more time reloading than firing and it's not even that accurate. Sure it's AA, but that's its secondary/tertiary role for what it's going to be actually used for.