I will comment more fully in a few days once I have a chance to explore it fully.
Meanwhile however my 4th "first impression" could be summed up with 2 words:
Kursk.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Kursk was the greatest tank battle of WW2 and the decisive last major German offensive in the east. After Kursk, the initiative lay wholly with the USSR, beginning a series of Soviet offensives that would end in the ruins of Berlin. [...]the German armoured thrusts into the immensely deep Soviet defenses that turned the area into a gigantic killing-ground.
In PG I got the sense that immense armored forces were concentrated at my disposal for a desperate slogging match against immense soviet forces arrayed in depth in multiple lines of defense around Kursk upon which the whole fate of the war revolved.

In PzC the feeling I got was 2 random group of tanks were launching another vanilla offensive against a few vanilla entrenched units supported by a slightly larger number of tanks than in previous scenarios occupying a small meaningless saliant.

In Beta 3 I wept in silence when 2 of my favorite scenarios were either slashed (Balkans->Greece) or removed from the game altogether (Crete) but I had to comment on my favorite PG scenario.
The map is smaller (25,35) vs (25,40) but more importantly the actual area to be fought over is much smaller (on column 16-17 the saliant measures 15 hexes from north to south, instead of 25 hexes in the original) meaning there's less room to maneuver and the map is less detailed. While geographically it doesn't suffer nearly as much as maps with recognizable coastlines like Norway and Sealion suffered, we still lost the multiple lines of defense which defined the Kursk battle.
From 43 core units in the original the PzC version has 31, without even an empty space to buy a new one. Aux units dropped even further - from nearly 40 to a bare 10. Some 1800 aircraft had been assembled by the Luftwaffe to support the offensive, representing 2/3rds of the aircraft in the east, including bomber KGs and the first massing of Schlachtgeschwader (ground attack units) and yet the airforce is represented by 3 fighters and 1 stuka??? The northern force doesn't even get it's own ground attack assets?
Again this is only my personal opinion but I'll restate my earlier view that I think you are making a mistake with a smaller campaign than the original. Instead of a sequal Panzer Corp is shaping up to be PG-lite which, given that PG was already a lite wargame, will IMO dissapoint many PG fans.
Smaller cores and fewer auxiluaries mean less variety, less taking units because they look cool, less experimentation hence replayability. Smaller maps look less representative of the terrain their supposed to model, and also bork the scale of the game. Maps are smaller but units movement values remain constant (assuming the 7 movement for the Panther is a mistake?) meaning it becomes easier to shift assets from 1 side of the map to another meaning the scenarios become less about fore thought, objective orientated battlegroups and using maneuver to achive concentration and instead just throwing your units at wherever the enemy happens to be.
A better approach IMO would have been to make each scenario ~20%-30% larger than the original, possibly changing the orientation making the maps that more detailed and, for the PG vets allowing them to experiement with larger core forces than they're used to for a given scenario instead of bringing them to tears with smaller core forces.
For Kursk specifically you could either have either increased the salient to 35-40 hexes tall and added another defensive line to slog through OR alternatively kept the saliant the same and modeled the Soviet offensives to the north around Orel and the south around Belgorod as part of the battle so players would have to attempt to gain Kursk while watching their back.
Again I'm not saying make the basic campaign much more elaborate than the original, I'm saying make it different in a good way by giving the players more options, not less. Again IMO you don't need to simplify the campaign below that of the original to cater to new players BECAUSE YOU ALREADY HAVE A SIX(6!) SCENARIO TUTORIAL to ease them in.










