Just a few ideas I had floating inside my head...
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1. Heavy Panzer Battalion Doctrine:
Emphasizes the use of armor against the Red Army. With a focus on units such as the Panther and the Tiger, this doctrine reflects the Ostheer's philosophy of quality over quantity. Unfortunately, this means those who choose this doctrine suffer a slight population cap penalty.
Fuel Blitz: One of the biggest weaknesses of the Werhmacht in the standard CoH game is their crippling thirst for fuel. This works much the same way as "Resource Blitz" does for the Blitzkrieg doctrine in the vanilla game, but in exchange for munitions, you get more fuel rather than manpower.
Panzerkrieg: For what you use to pay for a Panzer IV you can get a Panther, and for the Panther a Tiger. However, because these top of the line panzers were rushed to the front, they have a small probability of becoming immobile, even when out of combat due to engine problems or poorly manufactured treads, meaning that it might be in your best interest to keep some pioneers handy. Also gives access to Jagdpanthers in the Sturm Armory.
King Tiger: The same ability from the Terror Doctrine everyone knows and loves.
Improved wireless communication: One of the biggest advantages the Wehrmacht had over the allies was an efficient wireless communication network. Panzers working in close proximity with each other now receive damage and accuracy bonuses.
Elite gunners: The sloped armor that made Russian tanks so feared no longer pose a problem, as the gunners will now aim for turret rings, ammunition compartments, and vision slits. Shells no longer bounce off of Russian tanks.
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2. Defensive Doctrine:
Relatively self-explanatory. Bonuses are primarily distributed to artillery units, MGs, and the much vaunted Flak 88mm.
Improved MG-42 nest: Instead of the usual 90 degree enfilade of MG-42 equipped infantry and bunkers, spandaus now have an enfilade of 180 degrees, meaning that the Red Army will have to resort to snipers, artillery strikes, and armor to uproot well-fortified positions.
Improved Flak 88mm: The famous (or infamous) 88mm can now be camouflaged, making it ideal for ambushes. It can even be disassembled and repositioned by having it towed by a half-track, though it is incredibly vulnerable in this state.
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3. Irregular Doctrine:
Faced with the realities of urban and guerrilla warfare on the Eastern front, which stood in stark contrast to Africa, Italy, and France, the Wehrmacht has now adopted some of the tactics of the Red Army.
Elite Sniper: Can make out even the most minute and insignificant mistakes of his opponents. At half of his normal view distance, can even spot camouflaged snipers. Has further range than the standard sniper ace, but because of he has turned the practice of marksmanship into "a fine art", his deliberate nature becomes a liability, he takes longer to line up a shot (half the rate of fire of a normal sniper).
Volksturm: The inspiration for the Volksgrenadiers. If the Ostheer has it's back against the wall (80% of the map controlled by the Soviets), the Wehrmacht can deploy its equivalent to the Red Army conscripts. They cost no population, minuscule amount of manpower, and can be deployed instantly. But, they leave much to be desired in the way of experience and training (and with their morale, even more so than conscripts).
Veteran Stormtrooper Squads: Extremely durable infantry units (about the same as Knight's Cross holders from the vanilla game). Can camouflage and lay down anti-vehicle mines, meaning when combined with panzerfaust and panzerschreck equipped infantry, can actually make the endless tide of T-34s blink.
Sorry, just my stupid ideas.