From: Carnegie, Australia
I assume you mean Soviet historical weakness...
Purges, well none of the executed generals are in the game and most of the others are woeful. Poor leadership is also shown in a lack of movement and the continuous change in Soviet TOEs - trying to find a formation which officers of limited ability could command. Tank corps loose 25% experience on formation and will take 12 turns to get it back.
Strategic surprise is Soviet deployment too far forward, peacetime TOEs, loosing 6k+ airframes, having frozen units pocketed plus the game T1 surprise rules...
German surprise benefits = panzer ball, railway repair chaining, super lvov pocket, strategic bombing, using Odessa as supply...
And as for moving timelines a good german should have leningrad by T6 and Moscow by T12. With your settings the Soviets will face a super german army in 1942 without Guards and will be chased off the right hand side of the map.
Gratitude is a dogs disease.