I feel that Inclement Weather is not really affecting combat, and the game has almost a full cycle of Summer Season barring Rasputiza time.
Which are the differences of Inclement Weather to Clear Weather?
A) Mobility - to various degrees mobility is affected.
B) CAS rolls - to various degrees CAS rolls are affected. Where CAS rolls are allowed each has still a 50% to give a shift unless planes cannot fly at all.
C) In some cases Overruns are not allowed, in other cases Overruns are harder.
D) Air recovery - that one has to plan around.
My issue is that combat itself is not directly affected unless you are in Rasputiza or other form of weather that converts hexes in Swamp terrain.
The A) point turns moot whereas the front is static (Prime example, in front of Moscow or of another relevant objective that may be held).
The B) point is quite okay - albeit I think CAS is still quite generous.
The C) point in my view is perfectly fine as it is with the No Overruns or the -1 to Overrun rolls.
The D) point is perfectly fine as well.
But as it is now, if 24 Combat factors attack 8 Combat Factors in Clear, that's a 3:1. If that happens in Blizzard / Downpour that's still a 3:1!
Thus bad weather hardly hinders the attacker of turn. (In this case Germans as in '41 games it is the Axis on the offensive but technically late game it will be Soviets. Have yet to get there!)
Someone may say the solution is 'run away' - but Soviets do already that the summer whole, should do that also in winter? (Again coin flips around the table later)
So I came to the conclusion that IF the season is not Summer combat shifts are required.
In Summer a Mud (in September like?) it's a form of 'light mud', it slows you down but should not truly affect combat. So bad weather in Summer should not be very punishing.
In other seasons, where rains and adverse climate may be more prominent and dominant 1 or 2 combat shifts to the left seem necessary. (Ontop of other combat shifts due to Terrain and Trenches).
CAS: CAS can also work worse I feel. Without affecting the system in how it works now, CAS Shifts are halved in specific terrain type, rounding up, unless there are Cards in play granting specific bolts that disregard the weather (In that case you do not halve). -- That means that in Autumn Mud or Winter Mud, if someone has 3 CAS dices, they still roll 3 dices. If they nail all 3 of them, they net 2 (1.5 rounded up) shifts to their favor.
Disclaimer: I understand the game has also major luck swings, if during Summer there are enough DEs rolled by luck or maybe enough EX rolled the whole on map situation can be widely different. No amount of rules can solve that (That would only require some radical change in Combat Tables, possibly using a 2d6 system or something like that) - so some other games can show widely different combination of troops setup and force ratio on the map.