I've played with the new tanks a bunch, so here's my take on them:
First, some miscellaneous stuff. Noticed a bug(?) on the C1, it has the same third slot as the C1B2 but that slot doesn't actually work. Trying to fill the the third slot just results in a denied sound playing, if it's intended, it should be make a bit more clear why. Looking at the ammo tab, there's a 120mm APFSDS option that's is a straight upgrade to the AP round, but has the SABOT tag... no explanation for what that tag changes in-game. It would be nice to see reload time even when the tank isn't targeting something - maybe on the bottom left window, since the new vehicles are shoot-and-scoot tanks. It can be hard to judge when the reload is done, especially since morale/crew health/commander traits can give the same tank drastically different reload speeds.
Recon infantry doesn't seem to have smoke. Rockets, both infantry and tank, seem to have difficulty destroying cars and trucks now, so there's often no good way to clear sightlines except running them over. If we could shoot them manually with a target ground command to fire the main cannon or shoot secondary weapons at them (GPMGs, HMGs, Autocannons) to blow them up would be good.
Rating the AI; the new improvements have made the AI 100x better and more fun to fight. They don't surprise you or flank well every fight, but an APC magically appearing from an alleyway you didn't anticipate and getting shots off definitely increases the tension and stakes a lot higher, even if it doesn't kill any of your tanks. So far, I've only seen one enemy tank try and flank at a time, so most enemies still try to take you on head-on and are still susceptible to getting gunned down in a firing line. Despite that, since they can use smoke and rockets, they are still actually a threat and you actually have to micro your tanks when fighting the enemy head-on rather than being able to go AFK. Infantry actually persuing you now is a bit of a double edged sword, on one hand it makes them a lot weaker since they don't really know how to ambush you properly (they just walk in a straight line to you 90% of the time) but on the other hand, it adds a lot of uncertainty as to where they could actually be. One issue with infantry I've seen is that most tanks can spot and engage infantry through the walls of buildings, even if line of sight is blocked, and the AI doesn't always try and retreat their infantry after popping smoke. Seems like it gives it an order, but it gets routed or stunned, and never completes the order so it never sends a new one. A little weird to watch a recon team pop smoke in the middle of the road and then do nothing while the smoke disappears. Might happen with tanks too, but more often than not it's easier to just finish off a tank with a rocket or a flank when it pops smoke. For a final note for AI, the Coalition AI on the left spawn of the new mission seems to be broken or confused. They won't leave their spawn area to attack the convoy unless you specifically provoke them to go around the corner and they see the convoy tanks. Usually results in the coalition forces getting defeated in detail and not really doing much to help fight the convoy.
For the rocket changes, all in all I'm a bit mixed about them. They were ridiculously overpowered previously but now they feel a bit on the weaker end. Unless you're hitting enemies in the rear, you don't do a ton of damage and mostly just stun enemy tanks. This is still decent, but it results in the new B-207 feeling on the weaker side, especially with it's nonexistent turret rotation speed. You can easily fire all of it's rockets and not get a single kill. Maybe it's better that way; stunning enemies is an effective niche, but only really effective if you're using higher fire rate weapons to be able to actually exploit it meaningfully. It does shred lighter vehicles and infantry but the low blast radius, shorter range, and slow turret turn speed (also the turret doesn't visually turn on the back so it's sometimes confusing what direction it's facing) mean it's not really the best suited for fighting either of them. I don't know if multi-turret functionality is planned, but it would be awesome to have an autocannon turret turn faster than a tank cannon but slower than a machine gun. ATGMs feel a bit weak at the moment, they also don't reliably kill tanks from the side and also take three centuries before they hit their target. The fact that they also require you to stand still and take hits makes them really not that great... part of the problem is definitely the urban environment, though. It's hard for an enemy to miss a stationary target (or vise versa) so usually the tank firing the ATGM gets obliterated before it's even a quarter of the way there. When an ATGM does hit, it does stun nicely but the damage feels low, especially for something you only get 2 shots with. I also noticed a bug(?) with the rockets, that being that they will often land short of farther targets. I don't know if they have a maximum range before hitting the ground, but it feels like a bug since the indicator stops at the target.
The C1 and C1B2 are great additions to the game. They offer a new and fun playstyle while also not being overpowered or overbearing in any way. The C1B2 may be a bit overtuned but since the cannon struggles to penetrate frontal armor and the ATGM isn't very strong even from the side, it relies very heavily on actual tactics to perform well. The C1 is pretty weak but so are all of the other "older" designs like the K-50s, so honestly it's comparable to it's peers. The fact that we now have wheeled vehicles with real cannons means we can actually scout well with armored vehicles and not just infantry. Now there's really no reason to bring the B-26 but the B-26 is definitely the worst vehicle in the game by far... can't hold any more troops, weakest cannon in the game, fast but not fast enough to outrun boolet, and virtually no armor. It's more appropriate to say that the niche the B-26 was supposed to fill and failed miserably can now actually be filled by the C1 tanks. On the B-26 note, the autocannons do feel really weak and don't really do well at anything other than killing infantry with HE, and even then it's usually the main cannon that does most of the damage. Still useful for slower firing tanks, and definitely better than MGs (since there's no target lead and no splash on MGs, they just waste ammo versus infantry right now).
While the B-207 is a bit niche, the B-20 CFV is a lot better than I thought it would be. The decent splash means the B-20 can hurt infantry and the recoilless can still slap light vehicles. It's also a run-and-gun like the C1 and the accuracy isn't the greatest on the move, but it's better than I thought. The MGs are still not that helpful, but with the autocannon(s) it's a lot better. Still weaker than a tank but it can also scout and at least do damage from the side, unlike the B-26. Decent APC. Infantry buffs are also very much warranted, and other than the AI sometimes having issues they are a genuine threat to most tanks. I noticed that the recoilless infantry fires sometimes doesn't fire down the sightline accurately, so when in keyhole positions they will happily fire the recoilless and/or RPG straight into the wall next to them and die. The 3AGL is pretty solid against infantry clumps too, if they land hits, but since infantry is weak it's much more effective on vehicles.
I wish there was a far version for the line smoke, would be really good at blocking off roads to cross or peeking around corners. Still a great addition along with the APS systems. Said APS is sometimes a double edged sword since it can detonate rockets that would have safely flown by, but since detonated rockets usually only hurt external modules it's still usually worth the risk, especially on slower tanks.
That's all I have for gameplay right now. I was going to play and post more but my game froze (probably my problem, my PC is having issues lately), so this is what I am able to post for now.