From: Berlin, Germany
WITE has binary mechanics in many areas. According to morveal this was intended because the developers had boardgames in mind. I dont understand where the fascination for boardgame mechanics comes from but they still developed an absolutely outstanding game.
1) Agree. Mud is OP. It models Rasputitsa very well, but there were also times with "a little bit rasputitsa" and " a little bit clear weather" and in the game its either clear or full mud.
2) Agree too. Lets assume Barbarossa goes the same way like in history until mid november. Germany decides to abort Typhoon and to stockpile supplies and build fall back lines. Than the Soviets can counterattack, but only with limited gains and the Germans do not suffer the huge retreat losses and losses to overused transport, resulting in a stronger 1942 attack.
3) Because it is not possible to prioritize supplies, so you cannot starve the rest of the front (expecially infantry) to deliver fuel to the panzers.
Without mechanics to force the game into a certain direction smart Soviet players will not lose many men in pockets. The smart German player answers with a hindsight-winter strategy, keeping his army intact. In 1942 Germans might be able to win a little bit ground, but finally they stop because the loss ratio does favour the Soviets.
1942-late 1945 the front slowly moves west. The Germans keep a straight fortified frontline (like in Peltons AARs), the Soviets advance with enormous losses, but can't exploit any breakthroughs due to German mobile reserves kept intact by the smart German player.
In history both sides played not optimized, but players will do. So without artificial mechanics the game becomes boring.
In the WITE 2 thread Red Lancer wrote, that the blizzard weakness of Germany will not be hardcoded, but be a result of transport shortages which limit the amount of supplies and reinforcements coming to the front, bleeding the spearheads out until they are ripe for a counterattack.