The problem I think the OP is addressing is multi-fold and I think highlights a flaw in the game, which is worse because the designers have expressed that the current design is not an accident but intentional.
One SHOULD NEVER design balance asymmetrically over time. Just don't. It can't work and it can't be satisfying to the players. If OKW is designed to ROFLstomp the US (only the highest level of play and in 1v1 can US hope to stop this) then the design says that US is stronger early game. But if that is the case then US must will ROFLstomp early, which is unsatisfying to the winner and frustrating to the loser. This will lead to (and has) axis saying US is too OP early, and it will seem that way because their wins will look like early game ROFLstomps. So US gets nerfed a little. Not so bad, still stronger early game, but now you have to know how to win fast or mid game while axis still ROFLstomps in end-game. But end-game stomps won't feel like they were cake walks since you had to get to that point by playing well early on. (you don't need to play THAT well since all you have to do is survive. Few factions can deal a killing blow in early game, they have to attain an adcvantage AND know how to keep and exploit it.)
If USF is so hard to play, don't sell it by itself. Don't sell it without a tutorial that teaches strategies needed for PvP. And since most people join to play with friends, don't design around 1v1 and not 3v3 4v4 since most of the community, particularly new players, play those.
You make some really good points!
I think Allies in big team games are a lot more difficult to play, especially in random teams. Obviously having an arranged team will give you a huge advantage, but i think this is more evident for the allies. Since the allied factions are focused on attacking, it requires a lot more coordination and planning than the Axis factions. This problem is magnified in random-player team games. The coordination and communication isn't there to allow allied players to capitalize on their early-game advantage.