A few things jumped out at me. First off, the air wings. Use wings of 100, not 50. So instead of 2 wings of 50 CAS each and 2 wings of 50 TAC each, use 1 wing of 100 CAS and 1 of 100 TAC. The reason is because 100 seems to be the magic number for creating ace pilots. You should also add at least a couple wings of fighters, again 100 per wing. Air superiority provides bonuses for ground combat, regardless of any bombing missions that may or may not be happening at the same time. And nothing provides air superiority as well as fighters.
Adding TDs is a redundant expense in a division that already has four tank brigades. Your hard attack and piercing are coming from the tanks, and 4 brigades should provide plenty for your purposes, so the TDs are overkill. Besides, the Poles aren't going to be opposing you with real armor anyway, so why the extra piercing and hard attack? You would be better served to trade that TD for a second SPART, or eliminate it altogether to lower the division cost.
As for production, I'd advise cutting the TD production line out of the picture. You don't need them. SPAA is also useless if you just keep a healthy fighter cover to maintain air superiority, so don't bother with that if you were considering it.
Try to design your combat division templates in such a manner that their combat width is either 10 or 20. This will help to minimize the number of times that an important fighting division is forced to sit out of a fight because of insufficient frontage. So taking all the above into consideration, that MARM divison template would change from 2xMARM, 2xMARM, 2xMOT, 1xSPART, 1xTD to 2xMARM, 2xMARM, 3xMOT, 2xSPART. This would give you ideal frontage of 20, lots of breakthrough, armor, hard attack, and piercing from the 4 MARMs, a decent amount of defense from the MOTs and SPART, and buttloads of soft attack for rapidly squishing infantry divisions without expending much org.
As for support companies, a lot of players swear by them and say you should use darned near all of them except the sucky AA ones. I disagree and declare all those people to be puny mortals!

Or something. Seriously though, I would say there are really only 2 types I think you should consider for those armor divs of yours, at least in the early years: engineers and recon. Later, when you are preparing to turn your war machine against the Soviets, you would want to edit the template to add logistics and possibly field hospitals as well, but neither is much use until you get them to at least level 2. Remember that most of those support companies
lower the division's org, and right now without the higher land doctrines, your org is starting pretty low already.
For your MOT divs, I would suggest something like 4xMOT, 3xMOT, 3xMOT, again with engineers and recon initially but also with support arty, then adding logistics and possibly hospitals later once the techs for each are at a higher level. The reason I include no tanks in this template is specific to your situation: you are already employing armored divisions in the same operational zone where you are deploying the MOTs to battle, so let the armor divisions deal with the enemy armor and let the MOTs act as the defensive counter to your armored divs, i.e. to hold interior provinces your tanks seize and hold open a supply corridor for the tanks, or to attack things tanks are poor at, like urban zones. Treat your MOT as what they really are, motorized
infantry.
As for turning this into a Germany advice thread: bah! It's your thread, since you're the OP. Use it as you like! That's my advice.
And what should my research strategy be concerning paratroopers and marines?
Marines, probably none. I am guessing you aren't planning enough amphibious operations to make them worth even researching. But if I am wrong, build no more than 40 frontage worth of them. But if you build them, find uses for them. A few I could recommend: Sea Lion (of course); if you get a Med port, taking Malta and possibly even Gibraltar; during Barbarossa, grabbing the port nearest to Leningrad early on, shoving in some MOT and INF, and seizing Leningrad by coup-de-main while the front line is still in Poland.
Paras you seem to have a grasp on already. Use them to quickly grab key points you cannot readily reach by land, then roll/sail in with reinforcements to make use of their drop zone before the enemy has a chance to muster enough force to dislodge or destroy them. Just remember that you MUST maintain air superiority both before and during their active deployment, or they will be rendered either useless or, worse, dead. That means air superiority over the place you intend to drop them, of course.