My opinion (which is mine, and mine alone) is that if a server has 64 players on it, there are 64 different versions of what "WW2" is supposed to be. You will have one guy who has read 50 books and seen 50 documentaries about WW2, next to a guy who thinks SPR is cool and have only played Wolfenstein before.
Between them is the spectrum of preconceptions you need to consider when designing.
Therefor it's best for us to leave it as open as possible for personal interpretations, so anyone can pick up the mod, and enjoy "WW2" in his own way.
The second we start to apply various enforced behaviours based on our own interpretations of what WW2 should be played out like, we will find ourselves in a very tricky spot as devteam. On one side we must cater towards a minority of a minority (players who actually think in these terms, for ex; how soldiers behave) and on the other hand we must explain all the restrictions for people who are just here for some epic fun.
That is what makes development hard; the finetuned grey areas in design. Where experience happens.
Anyone can open up some wiki links and paste in values from ww2 sites in to his mod, no need to think in experience terms or accept the rules of the game. but will that be fun playing?
Anyone can also just add whatever numbers he wants that he thinks will play best, but that might make it completely unrealistic (for example a pistol killing a tank).
Therefor it's "best" (safest, most stabile, easiest to iterate upon) to stick with a design you (we) feel most comfortable with, and leave the immersion-interpretation up to the players. We can never ever make the most hardcore WW2 fans totally pleased, and we will never be able to make the mod a pure perfect fun shooter that will apply to everybody, we need to find the sweet-spot in the middle, and tbh, I think we are well on our way to do that for the next patch