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But most importantly thank you for notifying about the classes not being implemented correctly, I had completely overlooked it and I seek to fix it in the next update!
1x Squad Leader (oft Sergeant) - AK-74, PM (he was also commander of BMP. So there is a dilemma whether he leads from the front or commands BMP. It is for him to decide)
1x AT-Soldier - RPG-7, PM
1x AT-Soldier Assistant - AK-74
1x Machine Gunner - RPK or PK (In Ustav it was said that MG should carry RPK by default. At the same time, many considered RPK lacking in firepower for this role and preferred PK)
1x Senior Rifleman (Efreitor) - AK-74
3x Rifleman - AK-74
1x BMP Driver - PM
1x BMP Gunner - PM
In addition to that squad was supposed to have:
1x or 2x GP-25, 1x NW Scope, 1x Strela manpad, 2x AKS-U (?)
While checking it out I noticed that medic-rifleman lacks Medic trait and technician lacks engineer trait. That means they can’t use their special equipment.
Considering armament of Anti-Tank Grenadier. I am from Russia. I remember reading about Soviet MSR Squad in 1980-s trying to figure out same things. According to what I learned, in Ustav (Military Charter) AT-soldiers were not supposed to carry Kalashnikovs. They indeed were issued Makarov pistols (at least on paper). At the same time, in squad BMP there supposedly were AKS-U for crew self-defense. So, one could imagine, that in case of a real combat situation weapons could be exchanged and those soldiers who need to carry heavy stuff such as RPG-7 might actually take those lighter assault rifles to provide more firepower to their squad (or they could be provided with spare AK-s from depot).
For years designations, these are indeed not fully accurate, though this is done to keep the mod in-style with GM, which also not has very accurate year designations (DK Men '90 have few early 2000s equipment for example).