Blobbing is just a result of
a) USF and OKW (for the most part) is played most effectively in turns of cost by going heavy infantry into late-game tanks. Call-in meta for soviets kinda have the same issue but isn't blobbed as much by having good support weapons.
b) The most APM effective way to use mobile infantry (As opposed to team-weapons) is to just blob away.
I don't think getting more one-shot-wipe units is the way to go either. But thinking back at games (do note that I play mostly teamgames and count myself as 'average' at best.) I don't think I see that many blobs by Ost or Sovs anymore. Barring the occasional 3 shocks or 4 lmg grens, but nowhere near as common as okw or usf blobs.
Which leads me to think that in order to solve the blobbing problem the overall design of the USF and OKW teams has to be done in order to remedy the problem.
OKW needs a midgame that would be more effective than going volks into obers, and not push their endgame back as far as it does now.
Even in 4v4s you sometimes if you go for AAHT and maybe a stuka, well you get a JgdPanzer or maybe a Panther if Ostheer is nice enough to listen and build caches.
KT is pushed so far back it doesn't feel like an option if spent 150-200 fuel on midgame
USF is a trickier one, since they do have the option for solid midgame play that won't push back their lategame tanks that much. (because USF don't have them
) But having some of the best infantry ingame (Here is hoping that statement wont start a flame war.) It just makes sense to get heavy infantry. Zooks can't deal with panthers and tigers, but they can deal with the early and mid vechicles of both german factions.
TL
R blobbing is a result of faction design and the resulting meta. In order to solve the problem of blobbing the factions would need redesigning so the meta changes.