Sure why not, with one change if I may. I like the intent, but remove the radius part please for two reasons.
1. First, as a Blaster who moves a LOT in combat, I can tell you I'm often going to be 80 ft or so away at times. I mean heck, when I boost the range on my sniper attack it's 240 ft. And how often have we seen teams split up in combat. It's rare to see a team that sticks all within 60 ft of one another. Yes I know a divided team is often a dead team on +4/x8 difficulty, but it happens often. Most people just don't have situational awareness enough alone to keep any sort of tactical formation going on. In short, 60 ft isn't enough, that's my first point.
2. Second, as a person who codes stuff like this, there's two ways you can check this, and neither are great on server performance (and both can be sources of a memory leak if not handled very carefully): heartbeat check or interrupt check.
2a. Heartbeat works by having the computer(s) check conditions periodically, a time based cycle. It will have latency from anyone crossing in or out of the maximum radius in order to trigger the conditional. If you make it more responsive with faster checks, it lags resources down for client and server both. If you make it less responsive, then it can be frustrating with moving targets.
2b. Interrupt works "on trigger" conditions, and will require some new core coding functionality to make it function correctly and it increases the demand on server & client internet communications. More importantly I'm not sure if the CoH engine is setup with functions to actually be an entry trigger, and it will be the burden on the other player's client to inform the server and the other players that they've entered or exited the radius. Client-side interrupt checks are also prone to tampering and reverse engineering, although I doubt that's an issue in this specific context.
It all depends on WHAT and HOW specifically to which method is the lesser of two impacts on performance, but this is much easier, if I may:
Counter-counter-proposal:
Not triggered by PBAoE radius, but simply a check that runs with all the other buffs checks (code efficiency), and sees how many teammates are in the active map, range independent.
That way you get the benefit without any responsiveness latency or potential performance issues.