http://dev.dota2.com/showthread.php?t=127919
Furthermore, Dota 2 has never had a larger team than CoH2. Again, you've given no evidence that adding manpower would equate to more success for CoH2; in fact, the one piece of evidence you have provided supports the idea that smaller teams are more successful.
the giant bug list for dota2 represents the many times larger player base and better reporting of bugs. one doesn't have play either for very long to figure out that bugs play a much larger role in basic game play with CoH2 than they do with DotA2. part of this is likely due to (what i assume is) a much more complicated back end on CoH2 than DotA2. i'm aware that path finding is horrendously complicated and CoH2 has to mix squad and model path finding plus different pathing types (infantry, vehicle, setup at least) in addition to often having more things interacting at once. it's far from impossible though, supcom 2 being a pretty good example.
you're correct that i have little evidence for relic needing more people. my argument for that is: they have several job postings, issues are not present due to lack of reporting, issues are not present due to lack of time, issues only get promptly fixed when they break auto-match, relic often introduces/reintroduces issues in patches, and they have a (small) history of short staffing their games (see the last several months of DoW2:ret, exigent circumstances not withstanding).
from that i draw two conclusions; 1, relic is systemically incompetent, or 2, relic is understaffed. i think the second more likely.
would instantly adding people, even magically qualified ones, suddenly solve the issue? no, but if manpower is the issue then it should in the future, once people got up to speed.