In no particular order:
* the combat outcome indicator is too often way off target. It isn't funny when you're given a 6-1 estimate and you lose 5-2.
I'm aware of the "war isn't predictable" argument, but for the estimation to have any value, it simply needs to be more accurate.
One change is to modify the combat procedure to never vary too much from the estimate.
But another change is to add more information to the estimate, somewhat like weather probabilities. Here I'm guessing the wildly varying results have identifiable causes, such as who shoots first. If the combat estimate was expanded to cover two cases (the 80% case and the 20% case) then that would be fine too. For example, instead of being told "6-1" I could be informed "6-1 2-5" meaning that it's probable I will maul the enemy, but that there's a significant chance the enemy will get the jump on my unit and almost reverse the figures.
In this case, the estimate will have gone from nearly worthless to truly useful: in this case it's telling me I probably need to precede the attack with one more bombing/artillery strike.
Continuing my example, let's say I first attack with a 10.5 cm leFH 18 standing nearby. If then the combat outcome indicator changes to "7-1 1-1", for instance, then I know I won't throw away the lives of my soldiers just because the estimate isn't accurate enough!
* experience and overstrength isn't valuable enough to bother with.
It may be more realistic that good preparation and proper combined arms is what wins scenarios, but the fact remains is that the fun factor of a PG-type game contains a fair bit of "rpg" elements.
As it is, a unit gains three stars of experience almost too quickly (only one scenario per star is needed for an active unit). On the other hand, elite reinforcements are so bloody expensive it's not funny to maintain your elite corps.
The killer is that experience doesn't seem to have much of an impact on winning battles (either inflicting casualties or avoiding taking casualties).
I realize this boils down to personal preference, but as I remember PG, you earned your stars through multiple scenarios, and was then rewarded with "super units" that you could shepherd through the war without crippling prestige costs.
In short, experience feels too "cheap" as the game stands. You gain it, you lose it again. That's not how I remember it...
Please change the following:
1) make units gain experience more slowly, making experienced units (yours) something really to behold and to fear
2) make experienced units more resilient to damage and/or make elite reinforcements cheaper
3) make experience a much more prominent factor in overall combat strength
Feel free to retain today's "realistic" system as an option you could activate; but consider having these changes for the default game.
* and, insert more scenarios in the thinnest branches of the campaign tree. Please.
With Panzer Corps you have the potential to make a game as fun as Panzer General ever was. You're not quite there yet though. Thank you for listening and make sure to never forget your audience is the casual gamers looking for a bit of fun first and the serious buffs wanting a historical challenge only second.
