From a different thread, but relevant:
Seriously if players like you keep balancing units symmetrically you will ruin the uniqueness of the units for the rest of us.
This is unfortunately how many of the balance changes were cuz non-designers made them
Coh2 has struggled a lot with asymmetry. You need it in order to keep the flavor of the game but it clearly can create a lot of balance nightmares
This. (Relic) Game devs / designers are by no means some kind of unfailable balance gods.
Relic game devs/designers made a huge mistake in CoH2 (and vCoH) expansion factions by trying to make them drastically asymmetric by taking away certain stock basic tools (anti-garrison, snares, rocket artillery, etc.) and making them rely on overpowered crutch units/mechanics to make up for it. It totally did not work. And as a result they/we've had to bandaid these terrible design choices ever since, with multiple larger and smaller faction reworks and countless smaller changes.
This is in stark contrast with both games' orginal factions, USF vs Wehrmacht and Ostheer vs Soviets, which were symmetrical in basic design (access to all the basic tools) but felt asymmetrical by extention (different tech, veterancy, etc.) and were pretty well balanced against each other up until the expansion factions joined in.
Relic has now acknowledged this mistake and will strive in CoH3 to give all factions the same basic tools, and then have the asymmetry / unique faction aspects come from other sources (veterancy system, tech, etc.) or by shaping said basic tools into something that works mechanically differently but serves the same purpose. No more drastical asymmetry for the sake of variety. It just doesn't work.