Well to address a few issues...
In my experience, against a good team, the first objective is a difficult one to take, but this could mainly be attributed to people being absolute morons. I had to go in and kill 16 (!) Germans before the Allies started to move in. The one part of the building which is blasted open and looks in to the courtyard is where MGers like to set up and will mercilessly mow down infantry, and if your tankers are incompetent, you're screwed (we had the SU76 and T34/85 in the street looking toward the second objective not doing a god damn thing).
What I'm going to be doing with the cap is making it a more brutal fight for the interior. If infantry can get in to it easier, they I am going to make them work harder to take it when they get in. And they simply will be unable to camp in the courtyard now, as the capzone volume has been conformed to the building itself, meaning you have to be in it to cap it (I can't tell you how much I hate caps where people just run in and find a place to sit instead of fighting for it). I'm adding more furniture cover inside for the Axis to utilize and turn several portions of the building interior in to a bit of brutal room-to-room fighting. There is also a minefield volume to prevent the Soviets from pushing in to the square behind the building, so if the Allies want to cut off the Axis reinforcements, they will need to push to the windows overlooking the square. Time to take the objective is also being increased.
Other considerations are now the up-gunned Panzerfausts and PaK Guns. Essentially, if one never struck the ammo box, you would give away your position and be killed immediately. Such now should not be the case, and should make the Axis defense a lot stronger. The PaK will be able to land a one-hit kill on anything it touches, so in order to take it out you will either need to use team tank tactics to overwhelm him or wait for him to expend his 16 AP shots. The Panzerfaust is having its damage upped from 400 to 600, meaning that while it won't be able to kill everything in one hit, the SU76 (with 500 health) needs to be on the lookout. German players who manage to get their 100m+ Panzerfaust shots off deserve the kill, in my opinion. I was even thinking about taking away the smoke trail a la Armored Beasts so as to offer the Germans greater concealment, as once they shoot they give away their position. Would like some thoughts on this since it could drastically change how things are done.
So now at the first cap, driving your tank to the end of the road may not be wholly advisable due to the PaK gun watching the approach, and considerably more lethal anti tank soldiers in hiding. At this point, having an overabundance of Panzerfausts isn't necessary, and should force the Germans to try to get in to the buildings lining the streets and get close to the tanks if they wish to take them out.
So while you can say I'm making it easier for the Allies to enter the first cap, by no means am I looking to make it a walk in the park.
Other gameplay changing crap:
The buildings which line the left side of the Flemingstra