The major factors are: Map Size, RT vs AT, Skill Range, and Faction Load Outs.
MAP SIZE
3v3 and 4v4 differ in one major way: Map size. 3v3 maps are huge in many cases, which leads to more mobile play similar to 1v1. 4v4 maps are generally smaller and lead to more campy style play, which on some maps could be more 2v2 based.
RT VS AT
Team game commander synergy is key. So four arranged rank 1k players can beat four rank random 400 players. Figuring out recon, artillery counters, late game tank counters, working together, etc wins games.
SKILL RANGE
Already mentioned ranks are all over the place in automatch.
FACTION LOADOUTS
The biggest issue for team game balance is OKW in 4v4. They have no tools to deal with basic things like MGs, Snipers, UCs, Scout cars, mortars, etc. If OKW does not win the first engagement its gonna be a short game. Because they will slowly get pushed off the map.
If you see a match with all OKW vs Soviets and Brits, that game is  over before it started on most maps. 
OKW really need the Kubel to be good. So they can counter MGs, Snipers, and scout cars.  But if it gets any buffs it quickly becomes stupid OP and every game is Kubel spam.
So better AT weapons and grenades are needed. AT got removed to balance 1v1. So OKW can only go a couple commanders to get back some of the basic tools they need.
Most of the OKW issues can be helped by having an OST partner. But too many times do I see all OKW teams. Or you get a bad OST partner which does not help in any way.
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