This is in my opinion the big flaw with KR, apart from the American Civil War; the Entente is almost totally irrelevant unless it is either human controlled or allied with Russia, in which case it also irrelevant because Russia cannot directly engage the Syndicalists until they have defeated Germany and are too strong to stop...
I initially figured they'd be like vanilla axis; limited territory, but reasonably strong industry with areas to expand. In practice that just doesn't work; while Canada's got a pretty skookum navy, they never successfully invade the British isles, I haven't seen Australasia actually do anything, and I've only seen Delhi actually expand (just conquered all of India and Burma in my current Japan game.) Since all the entente are so separated, and save for Delhi, lack much in the way of ground power, they seem rather impotent.
I'd almost want to see the Mediterranean Bloc given more attention, since they, at least, seem to actually do something, assuming Carlist Spain wins the Spanish Civil War.
Actually, since I'm on it, a few other observations;
- Remove the VP from Panama. I've played three games so far, and every time the USA loses the civil war, they retreat there and are untouchable, as none of the other American nations spend much time or effort on a Navy to go get them. Either that, or add some kind of event for a USA surrender when they're booted off the mainland.
- Commune of France could use a buff. Even if the intention is for the nation, when AI controlled, to get stomped, they should last longer than they do.
- Entente needs to actually invade things. I'm not sure what tweaks can be done to the AI, but Canada needs to try to take over the Union of Britain; it's their whole raison detre after all.
- Korean and Formosan revolt appears to remove Japan's cores on both territories; i.e. their IC counts as being in a foreign nation post-revolt, so even if Japan wins, they lose ~10 IC or so, on top of dealing with partisans. Furthermore, Japan should get some kind of "We've Defeated the Rebels" event, as the revolt events themselves drive dissent through the roof, and defeating the rebels provides no benefit for Japan. I was sitting somewhere around 26 dissent in my first playthrough post-revolt.
- USA successors need to produce a navy. As it is, it seems their build AI is focused on ground troops; which makes sense for the Civil War, but afterwards they just end up pumping out endless stacks of infantry and militia, and have nothing to do with them.
- One last point; it might be worth considering using some of the DH tech teams. For example, in base KR, many nations lack rather important tech abilities; for instance, Japan has no team with any rocket skills, but DH does, and it took me maybe 5 minutes to transfer some of the teams over. I haven't tried every nation, not by a long shot, but I wouldn't surprise me if there's other nations sorely in need of some more tech team options which are present in DH.