So I believe there is one view of the game that I don’t agree with.
I think many people think light tanks should be as easy to use as heavy or medium tanks. I disagree with that.
I think light tanks having a disadvantage in head to head fights is very fair. Light tanks don’t need to be good in urban combat, they should have the advantage at ambushing, flanking etc. what gives them a massiv tactical advantage if used correctly.
So I see them more in a high risk high reward kind of role. So they are harder to play and highly situational but therefore can have a great impact on the battlefield if played correctly.
Now what the scouting system aims for is removing a chunk of light tanks being situational, so they can scout out of cover, engaging without having to expose their highly vulnerable tanks.
A trend which works against light tanks is the tunneling of the maps, removing space for light tanks to engage. I would like maps to be more like they used to be, so you can actually make use out of good mobility.
Unfortunately, looking at the state of the maps today I understand why you would need scouting. Maps today press light tanks together with medium and heavy tanks, ofc you are going to need a mechanic that makes up for light tanks’ disadvantages in these situations.
Here is a few examples of how old maps were better suited for light tanks than today:
Mozdok:

Back in the days the area marked by the red rectangle was a very lucrative spot only really accessible by fast tanks. Today most of it is cut out of the playable map.
This change worked massively against light tanks.
Normandy:


On the old version you could put a lot of pressure on the enemy team when flanking the south side what fast tanks very especially suited for.
Today, even if the map doesn’t look that much different, Gaijin flattened the whole south side taking away all the opportunities the old version provided for fast movers.
Poland:

Light red area: On the old version you could position there and have an impact on the town. Today there is almost no cover left in addition to a lot of greenery which makes it harder to shoot into the town.
Dark red area: The south can be a very important position on this map, mainly accessible with light tanks. Gaijin deiced to add the sniper hill on the east side (light blue) which seems fair to balance the map but since the west side has way less cover on the south it is way too hard, even with fast tanks, to go there anymore.
Many newer maps:

Ofc they have some of the maps have places for fast paced tanks but they are not comparable to what used to be possible on older ones.
On most of these maps it doesn’t really matter how mobile your tank is. And I guess that’s the issue.
Ironically, on top of the maps becoming worse for light tanks, it is scouting that makes it harder to use light tanks tactically. They rely heavily on avoiding detection by the enemy team.
Edit:
Maybe a good change would be making light tanks more situational again but also giving them the correct maps for that.
I do not dislike scouting because I hate light tanks, it’s more that I don’t think there should be markers following tanks in Ground RB. I wouldn’t mind nerfing scouting and buffing light tanks in a different way in return.