Disclaimer: I'm a UKF main player and I have hundreds of hours in the game, but I'm no MLG and I recognise these may be wrong.
I understand why there were made, to give a CQB squad, to move healing reliance from Tommies and try to make Tommies more balanced. But most of the debate seems to be agonising over numbers and values when the prob is just there's an unfilled role which needs a unit to fill it. When an existing unit is adjusted to perform well in a role it wasn't intended to be in, it has multiple domino effects into it's original niche and interactions with units, as we're seeing with the current state of Tommies.
Basically there are 3 things which need to be fixed with Brits::
1) After the latest update, UKF healing to too powerful and encourages blobbing (or it already was with Section's medical supplies)
2) How to keep the Tommies' in cover strengths while giving the UKF faction some open ground potential
3) How to give UKF earlier anti-garrison and a serviceable CQB unit.
1) After the latest update, UKF healing to too powerful (or it was already was with Section's medical supplies)
I haven't played against UKF since the update, but by playing as one, it feels like there's too much healing now? I have an amazing medic squad who can go wherever independently AND my rifles can heal themselves and anyone near. It feels way too easy to keep everyone topped off.
I understand why the medic squad was thought necessary and I like the freedom of moving my healing unit around at will, so my suggestion is:
And replace it with another upgrade, perhaps to try to separate out the IS's power a bit late game across different squads and encourage some diversification and micro. When just one of your combat squads can heal everyone nearby simultaneously WHILE ON THE MOVE blobbing gets much easier too.
I would also suggest make the medic squad's medical supplies ability a toggle-able AOE that locks movment (Like USA ambo) So it can't heal on the move and it can be set up by a retreat point.
2) Keeping the Tommies' in cover strengths while giving the UKF some open ground infantry potential
This is an idea that's literally older than the game itself, has been raised loads and was successfully implemented in COH1 - it's basically proven to work, are the devs deliberately avoiding it?
"Tommies receive a skirmishing package of sharpshooter rifles and artillery flares. Section sacrifices their heavy weapons capacity for better performance in mobile warfare."
Requires Platoon Command Post
By late game a current Tommy that can throw down smoke, then run up to call in an arty strike and throw a gammon bomb feels a bit much. Making flares and smoke part of this upgrade instead would separate the firepower (of dual brens & gammon bomb) from the arty & spotting a bit and give the UKF a mobile squad to compliment regular Tommies. I guess these would synergise similarly to US rifle squads and pathfinders.
To work with vet bonuses for IS:
vet1: Sight range in cover increases by 10m in heavy cover
vet2: Received accuracy decreased by 33%
vet3: No longer gives 2 scoped lee-en-fields
3) Giving the UKF earlier anti-garrison and a CQB unit.
The assault officer is very powerful and it really feels forced into the unit roster and out of place, it's a commando stylised officer unit with no other assault units to command! And I think having no dedicated CBQ assault squads is a fair factional disadvantage to have given the UKF's other strengths and defensive nature. But it still needs something.
-Remove the airlanding/assault officer from the Platoon command post.
The minesweeper could be upgraded alongside either of the two RE packages.
If you don't know what REME are: https://www.army.mod.uk/who-we-are/corps-regiments-and-units/corps-of-royal-electrical-and-mechanical-engineers-reme/
There is now a mid-game anti-garrison assault unit and the anvil engineer upgrade feels a bit more purposed, not hamstrung between a combat upgrade and something I want waiting to fix my tanks.
Also, these ideas together feature true units and regiments in the real UKF of WW2, not an abstract 'heavy engineer' or 'assault officer'. I think it's a major plus.