ORIGINAL: IdahoNYer
I just don't think, as currently designed, the late war period has been playtested thoroughly to support a German player who is doing better than history. The historical events that drove the task org changes may or may not be relavent in a player game, and this was not considered enough in development. So I ask that it be relooked.
Any of you remember War in Russia? If I remember correctly that "western map edge" ended at Warsaw and the game ended at the end of 1944 - I think to preclude some of these very issues I'm tripping over. One aspect I miss from that game was the ability of the German to move forces to the west to stem the western allies. But that would only open up another can of worms...
I would state more generally "The design has not included situations far out from the average course." Your situation, which may also be rather common for any Axis player -- Soviet AI game, is certainly one case. I do also wonder whether it is correct to assume, that if the Axis had truly managed to take all of Leningrad, Moscow, Rostov, Kursk and sites along that line, and beat the Soviet Army that badly, the Lend-and-Lease and Allied assistance wouldn't have received a boost. Among all effects a such tremendous German success could have had, I believe this ought to be considered to help the Soviets to regain balance given that this outcome has turned out to be realistically achievable in more than just a few games. I guess a simple boost of the pools or increasing factor applied to lend-and-lease rates would do. I hope they will ensure WitE2 will cover more such "what-if" possibilities.
As with regard to the ToE swaps -- why not allow it, optionally. Or even introduce the manual changes like for the air mode. The general coding framework ought to be transferable. If people want it, let them have it and deal with any negative consequences at their own responsibility. Perhaps just make it an "untested, unsupported beta feature, not recommended to use".
As for the fronts. WiR had a few things to offer, which I really miss in WitE. WitE followed a quite different design philosophy, but maybe it would have been better to improve the (minor) issues like the fronts or the production model in WiR had, rather then to cut them entirely. Something that will hopefully return with the next titles.
PS. I do also understand arguments like the constraint fuel situation Q-Ball brought out, which is probably true. Also Schmarts argument may hold some truth. Hard to say without actually having it explicitly in the game (... War in Europe). Ultimately the logistics & (fuel) production seems like a different issue to address, though. Perhaps fuel could be shortened by editing the GC data, i.e. the cutting "Fuel production" and/or "Oil production" by say 1/5 and see where that leads? Even if fuel were to be short, a large armor force could still be sustained assuming it is not moved too much?