Well what's the problem with that? In CoH2, for example, we have soviets choosing between T1 and T2, either opting for stronger infantry or better teamweapon support. You're giving up one for another, (or you could do both at great detriment to yourself) just like you theoretically might be doing in this situation for DAK; you either play mostly with infantry, mix both and play around manpower starvation, or focus mostly on vehicles.
A simple one.
It was bad, unfun mechanic and you already committed infantry to repair it.
Hence it didn't made it to CoH2.
I don't personally see that as a big issue, especially when DAK has all the tools necessary to make infantry gameplay work, as well as having powerful vehicles to base their mechanized gameplay around.
It would also temper the base battlegroups a bit, especially the tiger, which only has that manpower cost. If you've been pressing the advantage with tanks already, and paying manpower to keep them in fighting shape, then I think it makes perfect sense that you shouldn't be able to easily snowball with the 900 manpower Tiger. (Which would otherwise be easy because Tanks help to minimize manpower bleed without such a mechanic.)
When infantry needs reinforcing and healing, you just need to put infantry back.
When vehicle needs repairs, you need to pull vehicle AND infantry back.
You already are paying with map presence.
And DAK Tiger is extremely hard to get in equal game, you pretty much have to have passive enemy or stomp to call it in, it might be fuel free call-in, but it is not efficient one at all, especially given how DAK has 1600MP worth of upgrades as well.
I also didn't play CoH 1 PE extensively (or any faction particularly much), so maybe there's some huge element to this that I'm missing here.
I did, it was my main faction, you were spending half the time repairing halftrucks and P4s if you didn't go for def vet doom-blob of assault PGs.
If you went for Hotchkiss spam, you didn't even bothered repairing them.
PE back then also had dual panther call-in, which was also unreachable against equal opponent, because you couldn't stockpile all that manpower with double bleed.
People in this thread complain about too short late game, mp upkeep for repairs would put late game even further back, making it even shorter.
I agree. I don't think it's a bad idea in principle. Unless Katitof can bring some examples as to why it crippled PE in CoH 1 or something.
I'll do you a better one, CoH3 does not use CoH1 manpower economy and price points, it uses CoH2 ones, because that kind of economy is much better, even with the homage to coh1 mp cap points.
The sole fact whole CoH1 economy was abandoned for CoH2 should tell you enough about validity of its solutions.