In the new code it is possible to specify maximum number of elements to be build per phase (hard limit) and also specify a percentage limit that reduces the need number that is reported to the build system (proportional limit). If the percentage limit is 0 (default) then normal code is used that limits building of artillery and infantry weapons based on their cost. My current test data has hard limits on cavalry and motorcycle elements, so that Germans may not spend more than 1000 arms per phase on them, Axis Minors 500, Slovakia 250 and Soviet Union 5000.
As German, I am in November 42 in my game with hoooper. Looking ahead, I realize the motorcycle squads are going to drop precipitously in the '43 version of the German mobile divisions. So I am taking all of my mobile divisions out of refit mode so I do not end up with thousands of armament points sitting in the pool in motorcycle squads. Thus far, the Germans have spent 175,000 armament points on motorcycle squads. That represents almost 11% of all armament points produced to T73 and almost 14% of armament points spent on A units..
If I understand the v.14 enhancement:
1. Production of motorcycle squads naturally be will be much lower.
2. A player can lower it even more by setting a fixed number of squads to produce.
In the situation we see in late 42, we could set motorcycle squads to produce 1 squad per turn and they would naturally phase out in time for the TOE upgrade which drops them from 33 to 9 per division.