I do like that camo movement in transport mode is eliminated, but this reduces towed AT effectiveness a lot. If you are in contact with an enemy you have two choices, either hold tight and fight or switch to transport mode and save the poor AT troop. Shoot and scoot is no more an option.
Yes, it is indeed a problem, and it cannot be fixed. If the player shoots with a towed AT gun he cannot switch it to transport mode and move it back in the same turn. He can only move it 1 hex which is not enough in every situation.
Nevertheless, I think it is still better than having invisible ships and trains since towed AT guns would otherwise retain their camo even if being transported by these. It is especially a big problem in multiplayer games where the players can exploit it and sneak around invisible AT guns with ships as it can make all the coasts unsafe and would make the opponent quite paranoid. So unless the designers fix this issue of the base game only the above work around solution can solve this problem and provide useful towed AT guns with camo trait.
I think the towed AT guns benefit greatly from this improvement as in the base game these units are not very useful but the camo trait makes a huge difference both in single and multiplayer games. In single player it is possible to block the AI units for a long time with a single AT gun if it is well placed like behind a river crossing. The AI can only break through when it attacks with several units in the same turn. In multiplayer game it is also a lot of fun to give a bad day to the opponent with these cheeky units and it works both ways.

So I think it is worth it. They get a huge advantage at the cost of not being able to switch to transport mode after shooting, I think it is fair enough.
8.8 cm class guns with no leg movement totally makes sense.
I was considering it earlier. But I guess then it should apply to the AT mode of the 88 flak as well otherwise how would you explain to the player that the 8.8 cm flak in AT mode can move but the 8.8. towed AT cannot, when in reality the flak is two times heavier? On paper yes, and it would certainly make sense from a historical point of view, but in practice it would greatly reduce the effectiveness of this unit, especially in multiplayer. If the 8.8 cm AT or flak can no longer move on its own all you have to do in multiplayer is to avoid moving units next to them to make them completely useless for the Axis player. And with no movement it is impossible to use AT guns offensively. It would make the Afrika Korps significantly weaker when it is already very fragile as it is very easy to lose the single German tank with the hero and then everything turns to a nightmare for the Axis. In single player it would be less problematic as the AI is too dumb to consider this and would still be happy to move its units next to the 88, but then it would create a big balance difference between the single player and multiplayer version of the mod which would not be very good. But of course even in single player it would make the Axis side much harder in Africa as it is currently. Moreso that in the next version I also changed the AI behaviour a bit in late 1941 to hopefully make it more effective with Operation Crusader. In order to destroy those tanks the 88 is a must IMO.
But, how about if AT guns in sub 1/2 ton range, like 3.7 cm, could have leg movement of 2? Same actually applies to 2 cm Flak guns, which are light and can shoot from the carriage and also have secondary infantry support mission.
It is more likely to happen some time later, but not in this next version as it would require further testing which in turn would postpone its release endlessly. The problem I see here is that this change would make the 2 cm flak gun just as good as the 3.7 cm one, for the former would have 1 range and 2 movement while the latter 2 range and 1 movement. Their effective shooting range would be basically the same, while the 3.7cm would be more expensive so what would the point in purchasing the 3.7cm one? I would certainly like to keep each flak type equally competative and cost effective, so I don't know...
The 3.7cm AT gun could get this movement increase but I don't think it would make it much better: it has to be upgraded to the 5 cm one by all means because it is ineffective against most tanks from early 1942. It would give it a very small window of increased usefulness in the first 10-20 turns and that's it. However, this change has the biggest chance in a future version for at least it would not break the current balance and it would make the 3.7 cm AT a bit more competative which may result in it being used longer. In reality these were used well into 1943 in relatively large numbers because the production of the 5 and 7.5 cm AT guns was fairly slow in the beginning.
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EDIT: the lower ini of the Finnis Stug is a bug, I fixed it now, thanks.