OKW is looking extremely strong.
Relatively cheap tech that provides benefits (healing, firepower).
No need to spend MP and fuel on upgrades as grenades and shrecks are unlocked with tech.
Great scaling due to still having vet 5 for some reason.
It's still to early to tell but at the moment it looks like OKW has retained most of the advantages it had over the other factions whilst it has lost its main disadvantage.
Come on, we've done lots of games and although I could hold my position better it didn't meant that I win. With normal map control everything is kinda even. It's still hard to pin down units which is hard needed. In 1v1's mostly of the time you'll go for a med truck first to keep your field presence up and to heal up so you won't lose a engagement too fast. Mostly of the time it's a better idea to tech to T4 quickly to get obers to engage the stronger units than to go for a flak HT. (1v1 biased here) I won't disagree that it's easier to abtain all tech structures and units, since the fuel income is higher. In my opinion fuel income could be 80% (like munition was).
The main advantage (and also it's main disadvantage in my opinion) will be the trucks. In our games you took out my well placed HQ's fairly easy, it can be the game maker or game changer and in my games against you it was mainly a game changer in the bad way.
OKW is strong, yes, but not OP, since most of the allied infantry units have better vet bonusses as better received accuracy. And you win games with infantry, since those basterds are the only ones that can cap (excempting the commander abilities for tank capping)