Well, that's just a matter of what you chose to design. The Imperial Grav APC in the rulebook is a monster vehicle that easily dwarfs the German WW2 Maus: 14 meters long (Maus 10 meters), 6 meters wide (Maus 3,67 meters), 2 meters chassis height (roughly the same as Maus minus the turret.)
P.S.: Also, I'm pretty sure the design is wrong, but that's almost to be expected of official Trav designs, right?
Wrong or right, the monster only holds 8 troops, the tanks are even worse; it would seem the system starts at TL5 and works up, but it's too complex.
For sake of argument and because it is a typical situation?
Typical GR equiped troop is TL13, and the typical opposition force would be armed and armored similarly. However the GR isn't the panacea of all arms, a realistically deployed platoon of TL7-8 can easily defeat a squad of of CA/GR infantry, esp if they have LMG's and Light Mortars (not to mention entrenched behind wire and mines, which is how it should be played). GR's shouldn't be that available, they are high tech military weapons, on most worlds they should be banned.
You've lost me. What do you mean here?
The DM vs. armor is very much relevant because it makes it easier to hit the target.
At medium range with a auto rifle or gauss rifle vs an unarmored target, both are an automatic hit, so the GR's extra positive DM's are lost. Add in telescopic sights to an auto rifle, which is standard now at TL7 and the auto rifle is barely under the gauss rifle in performance.
Well, you can only reliably fire two bursts per round over an extended period. Then again, firing over an extended period is usually not happening because every burst hits (unless you're dealing with heavily armored opponents at long ranges.) Burst for burst, the Gauss Rifle is still better, though. And it can use rapid fire, which more or less offsets the LMG's advantage.
LMG is still a better killer, the GR at best is a 10 round burst, 1/5 of the LMG's RoF and you really chew up ammo, which is hard to come by for the GR. I have a Gauss LMG in the ship's locker, easily the most powerful weapon in CT. However with all of the weapons, it's how you use them, the GR in a clear field of fire is a real killer, but the soldier still makes the rifle.
The thing with the Gauss Rifle is, it doesn't even matter much if your target's armored. At long range, a Skill-1 grunt with a Gauss Rifle has a chance of ~98% of wounding or killing a Battle Dress wearer even if he's evading or taking cover. It's actually better than an FGMP - and much better than a PGMP - at taking out Battle Dress users, making the vaunted high-energy weapons essentially pointless.
I make the PGMP/FGMP's more assault engineer weapons such as flame throwers, the "best weapon in the universe" is just ad copy to sell them. The GR is what it should be, a counter-measure for high tech body armor (and it isn't that much more awesome than an auto rifle). But tac missiles, mortars, MRL's, plasma/fusion A-Z guns all out do the small arms in range and damage; which is how it should be. The HEAP RAM Grenade shreds CA/BD as well (+4 aggregate medium range, single shot), don't get hit is the best solution, not depending on body armor to save you.
edit- checked PGMP/FGMP aggregates; PGMP is +3 vs BD and the GR +1 at VL range, FGMP is at +6; +5 over the GR at VL range, the only place the GR is similar is at long at +5, where the FGMP is +6 (+7 at med) and PGMP is +4.