You guys are going WAY OFF course with your guards talk. The question is not about Coh2 balance on a specific unit.
But I like going off topic

What can be done in Coh3 to make sure one commander is not dominant?...
IDEAS:
1 - Make a variety of map styles. Long and close range. Many players hate this approach, ask Tric he will explain. But this ensures you need more than one commander. But then you may be missing a required commander in one mode.
Highly agree, however the close range maps need to keep flanking routes. I really liked the CoH3 maps because it seemed very difficult most of the time to cover all angles of approach, ensuring that MGs didn't COMPLETELY lock everything down.
The only downside to this is that it will generally favor axis in that they have much tankier stock elite CQC squads (Assault Grenadiers for DAK and Panzergrenadiers for WER). Allies don't even have stock elite CQC squads. Granted, they come a bit later so it won't be a baselock kind of game early on, but still, current CoH3 balance is kind of based around mid range combat imo.
2 - Relic could make commanders so one path is better for close and one for long? This would effectively double the type of commander load out.
Eh I'm fine with the commanders being specialized. SSF commandos with LMG then idk Marines with Thompsons or something in the same commander seems a bit much. Just have good commanders for each option, in this theoretical balance.
Maybe one commander specifically designed to be like that.
You guys are smarter than me...