You probably have to erase the dot in the number, so it's 1400 Kilograms which is about 3087 lbs.
You would probably need a lot of men, but in the real war it wasn't movable without a vehicle like a halftrack.
It has 6 men because it decrews at 3, since the Pack Howitzer is too big for a 2 man crew to operate.
Yet, at the moment, this is the biggest inconsistency in the game. If only the LeIG also had same values one could see it as a new type of unit that has different properties, but if it's only one unit then it's nothing more than an inconsistency.
Your second point it wrong. It's the only mortar that survives with a a crew of one. All mgs survive with such crew and mgs are also support weapons.
There is a much bigger offender than 120mm mortar in the game though: the pack howitzer. Not only it dies under 3 men instead of standard 2, but also has 6 men crew while every other american support weapon has 4.
grenades don't help if the building is large enough. It would cost maybe 120 mu to kill each gunner 1 by 1, assuming you can even kill 1 entity per grenade. Many of the team games have buildings in important areas that have window spacing greater than the blast radius of grenades (which means you kill guys 1 by 1). For OKW it's not as bad, since the flame will burn each gunner as they show up at the window.
Mind that soviets overcome that problem with ease. Their molotov does the same as okw nade to gunners when they come in place, their satchel has much better radius than other granades and their demo has guarantee to crit-kill all entities in building, no matter how far from explosion.
Another thing to mention is that apart from gunner that actually can be controlled now to some extend, all the other team members choose windows automaticly, on the side where the target they have chosen is. So in fact its not the owner that controlls them but the opponent, who can choose the wall to approach. That means you can often micro your squad so that all 3 additional team members choose windows that are close and thus find themselves in blast radius of granade. Such granade can't even be dodged as these entities won't move until the gunner finishes packing up after owner's command.
There is a thing that counters mgs. Its a flank. For mgs in garrisons you may need to add granades or mortar fire. Maybe even smoke. Luckily all these goodies are available to usf and soviets very early if they want them. Brits can manage with UC upgrades or simply rushing buildings themselves - they also have T0 MG.
If you are really leaving you should ask mod to delete your account. Otherwise, there might still be a way back and coming back after such a thread wouldn't be very honorable, would it?
Maxim can switch between supressive and focused fire.
In Focused fire maxim will fire in small bursts, not supressing enemy infantry but dealing increased damage to them.
Switching can cost munnition/be free, but it must be prohibited while in combat, so maxims cannot supress and then deal tremderous damage and vice versa.
By this vet 1 ability, maxim can act both as supression platform and as DPS platform. Giving maxim utility to form high DPS platform will give soviets ability to deal some damag to axis squads and also bleed OKW late game infantry (instaed of just supressing blobs without any bleed).
Unload time can be increased while in focused fire mode if needed.
What do you think about focused fire ? Smith ?
EDIT: Ferwiner already suggested this change, nevermind
I did, but its good to know that I'm not the only one who would like such ability. And I think your post describes it in more detail which obviously helps the couse