Elite Rifleman:
At the moment this ability provides no real downfall to its usage except for its long recharge time. We implemented slight cost increase as well as starting it on a cool down. However we are currently exploring possible redesigns of the ability such as increasing the rate in which rifleman will accumulate Veterancy.
As Cruzz have said, pretty much all insta vet abilities break the game, but if you really insist on elite rifles, get them to how they were back in alpha, long time to build from T0 so they are mid/late game replacement ability.
Soviet Weapon Team:
This has been a hot topic for a while but we are experimenting with 4 men Soviet Weapon Teams. Issue being they are too durable. If a 4 men team loses 2 men, chances of losing that whole squad would go up exponentially. When a 6 men squad loses 2 men the chances of losing that squad still remain fairly low. If overall performances needs to be compensated for reduced durability that is something we could also explore.
I also beleive it is a bad idea.
We need to remember that axis armies have much greater firepower and clearing 6 man teams is no issue at all. Pair of LMG grens or Obersoldaten can take Maxim upfront easily. ZiS and Mortar would have to get HUGE buffs to compensate for smaller crewes, which would break the balance of firepower. Increased survivability is noticeable only against explosive weapons and the teams die to small arms just as fast as 4 man teams against soviets.
But going back to MGs, my suggestion is to BUFF them somehow(all of them) to the level of .50 cal and increase their price to 270-280, so they are more effective at given role, but less spamable.
Long Range Combat:
With our change to lethality in a previous update to make cover more important. A side effect of that change was that it made long range weapons extremely effective, especially LMGs. The combination of cover, lethality, and long range has resulted in medium to short range units being overall less effective. In most situation, units that require closer range will lose too many men on approach resulting in a significant drop in offensive performance.
LMGs overperform. There is no denying to it. My suggestion is to bring them down to the levels of DP-28 that offer steady DPS but lower one, still best at range where they would outgun other squads, but not to the point where you could get critical mass that would melt everything. Together with lower DPS at max range, they should loose even more close range DPS so there is reward for getting up close and they would need assault rifles/SMGs/semi autos to protect them. That would also encourage mixed infantry or infantry upgrades instead of stacking critical long range a-move mass.