I haven't been keeping up on the turn by turn updates for the game Brian and I have been playing that was first referenced in the "Status Check on Game" post.
Over the summer, things have turned remarkably in German's favor. Through card play and time, the Soviets have spent through their initial high PP balance. Over late July through Sept I, the Germans have easily inflicted 8-12 steps per turn with the Soviets only able to replace 4-6 steps per turn. Here's the map situation after the German Sept I turn. Weather has been Clear (no Overcast) all summer long for the Germans.

As you can see they are overrunning the Donbas (assisted by 6 partisans) and have advance well past the Typhoon start line in the center and are currently only 6 hexes from Moscow. Other than in the North, the Soviet line has disintegrated. The Germans have outrun their supply so that might trigger a short pause or at least a slowdown in the advance (not sure given the shoestring nature of the Soviet defenses).
German losses are minimal. There is 1 Romanian step loss and one German KG in Krakow awaiting free upgrading. All other Korps/Armies are at full strength. Germany still has 7 1/2 EP and 9 PP. They have one BF-109f in the destroyed box. For cards, they still have not played Roll Bahns or Army Reorg.
The Soviets have 41 PP before Sept I spending and 69 1/2 MP. For cards, the Soviets have Emergency Mobilization to look forward to in October. Manpower Shortages and Scorched Earth are available to them for Sept card draws.
"We want to help, but we also want to have some fun playing."
Unlike other aspects of life, rule #1 is having fun. So what's it like to have a game played through with unchanging rules? I don't recall. :D
The pace of change has greatly slowed. Many of the newer ETO cards and systems are in the posted 0.5.5 module. There have been a few more changes to a card or two as minor issues were focused in the play test games. For example the Labor Battalions and Conscripts card better reflecks its historical recreation of labor makings its way out from Moscow to help build defenses. In the games, the card was played and every key hex along the wholefront line obtained an improved position. Now the card has a range from a single objective hex.
Actually, VVS is stronger than expected due to the ability to upgrade. All the Yaks and LAGGs have been out.
He was also able to play GPW two turns in a row, which has recently been corrected. So the Soviet was getting more to the front than reasonable ... or even historically accurate.
However, you are right. It is hard to keep track of all the changes. That is why Graham and I decided to stick with the 0.42 and 0.4 kit and not get all these constant changes when 0.5 came out ... because each change in process will skew the game even more. We want to help, but we also want to have some fun playing.
We haven't moved to 0.5 and -045 as of yet, because there still seems to be major tweaks forthcoming. We figure give it a little more time while we move forward with current game (0.4 and 042) and get a "feel" for the balance under that non-changing rule set.
Brian
Having perfect weather all summer, combined with a later and weaker VVS presence (the misunderstanding RE EM--and it's hard to keep track of the changes) were a challenge for the Russians.