I definitely agree there's a lack of early game usefulness from Soviet doctrines. It's like PE where I don't bother looking at them until 3-4 CPs into the game. The global sprint one is the probably the best, but forces you into the tank call-in doctrine which you may not want. For the Motherland should not be availible at 2 CPs though. Wehr needs suppression to equalize the early game vs. the Soviets, and getting this ability too soon would break that.
Some suggestions here:
Propeganda -
Combine the MG and trench into one ability and come up with another 1-2 CP power. Also, the Soviet MG nest is way overpriced.
Urban Combat -
Flip the flamer upgrade and Not one Step Back. You will never have enough munitions to take advantage of the flamers at 1 CP, while the defensive bonus would help far more during the early game.
Breakthough -
I suggested on another thread that the Sherman needs to go, and this is the reason; it's not because the Sherman is OP. Armour Company is generally not taken in 1v1s because it offers little early game advantage. Breakthrough is even worse in this regard, with only ONE early game ability. There needs to be a useful 1 or 2 CP ability at the start of both sides of the doctrine. And no, Mechanics are not a useful early game ability in their current state.