Each power may pay 5 IPCs during their Turn 1 Tech Phase and automatically receive their choice of 1 of the 2 following techs without rolling the tech dice:
If you want to open up more oportunities to utilize the ship yards (and really affect changes to the game), just GIVE the tech or GIVE $5 instead of charging the country.
For example, you talked about shipyards maybe enabling a baltic fleet for Germany. But it costs $5, so that sort of offsets the benefit on turn one, when it would be best for Germany to buy a navy.
While I am not opposed to starting games with techs already in place for free, it seems that it could have a dramatic impact on the first turn moves because of the starting setup. For example, if Japan were given either Jet Fighters and/or Long Range Aircraft, then it would very likely change the “normal” starting J1. And there are other techs like that which, if simply given, would be like altering the starting setup.
My main point though, is that giving techs for free is definitely a house rule, while allowing one’s opponent to pay 5 IPCs and you assume that the tech die that he rolls is automatically a “6” and then his Chart 1/2 die is automatically forseen, is more of a gentleman’s agreement rather than a house rule, and as such, could possibly be allowed in League play.
About Germany though, If Germany were to simply build 1 dd, 1 cv on turn 1, then it has already recouped 4 IPCs of the 5 IPC tech loss, and should recoup even more in the turns ahead.