Im leaving for work in 20 minutes so I dont have time for a big elaborate post or whatever.
WM Def - Fatherland T4; change weapon crew armor to soldier, not elite. Would strike a balance between received dmg/acc and not getting flamed/naded to death.
PE TH - Scavenging Kitty T1; I've seen it salvage wrecks and I know that mines were removed, maybe allow it to booby trap vehicle wrecks? Infantry unit walks within X range and it goes off, same as a building booby trap. Right now the kett can only salvage wrecks to deny green cover, which is great, but you get no mines as advertised
CW RCA - General; The Kangaroo would fit nicely here (first APC in history, built from the canadian Ram tank chassis), just remove the firing slots (I've heard this was already planned, yes?). After the warmup, maybe add a Ram tank as a replacement for the Stuart (Im sure the canucks didnt use them that often; ram could be a downgrade of the Stuart that traded AT for AI [barely], might counter some of the lolwtf buffs that RCA gets)
US Armor - T17; Reinstate the White Phosphorous ability, but rework it; when used, instead of fully stunning a vehicle it would half its speed, LoS, accel/deccel, and double its turret rotation speed for 5-10 seconds. Also change from a long-cooldown to a 2x use ability (with the Allied War Machine T3 unock, in addition to being able to purchase a second repair kit, the T17 could purchase a third WP shell for an equal cost to the first two).
US Inf - Oversupply T3; Everyone that plays inf with this and BARs is a happy camper. Everyone playing against it hates it. 3x Bars? Offer a new upgrade that would grant the squad 1x BAR with no SF, and change the SL's rifle from a carbine to a grenadier K98 with garand aestetics. It would cost less and would be a welcome alternative to 3x BARs, which is definately over the top. If this T3 is selected, also +1 use of grenades (+5 or 10 MU) and smoke grenades (no change). Squads with grenades would no longer be able to equip sticky bombs.
PE Luft - Fatherland T4; +2/4 population for every Fal fielded? +6 population is rarely useful and the T4 is ignored in favor of Heroes of Monte Cassino.
WM Terror - Terror of Stalingrad; I know that Terror is pending a rework and that everything in it is merely a placeholder, just an idea for the WM sniper. Snipers would pay an extra ~60 MU, but would give off no 'Unit Sniped!' warnings and would see increased range (to 55 from 50) WITH vet. The snipers wouldn't recloak for an additional 1.5 seconds (so, first shot taken would take ~1.8 seconds to recloak).
OTHER - Engineer/Pio/ vet:
Vet1 (? XP) - 0.85 received damage AND accuracy.
Vet2 (? XP) - Accuracy 1.15, no longer take any additional damage when using 'Wire Cutters' ability.
Vet3 (? XP) - Engineer M3 Grease Guns are replaced with Riflemen M3 Grease Guns, Pio MP40s replaced with Volksgrenadier MP40s (respectively), Gain 1x use of 'Field Dressings' (not tied to any doctrine or unlock) without smoke or received accuracy/damage modifiers.
Engineer Minesweeper/Pioneer Minesweeper vet:
Vet1 (?XP) - 0.85 received damage AND accuracy, gains HP regen (0.035).
Vet2 (?XP) - 0.85 received damage AND accuracy (stacks), +1 squad size.
Vet3 (?XP) - 0.85 received damage AND accuracy (stacks), individual Engineer/Pioneer holding the minesweeper gains Heroic target and crits.
Add PzIV to the Panzer Elite faction (non doctrinal), but armed with a 50mm Puma. Retains original PzIV aestetics aside from a reskin to the trademark PE all blank/gray.