Why is no resource cache not viewed as asymmetric balance? I keep asking for more non doc tools for USF as well but keep being told its asymmetric balance. In fact, like you said, OKW no longer has the original design they did on wfa release, resource starved, late war faction. So if thats not the case anymore, isnt that more support evidence they dont need caches?
I mean, this "feature" - let's just call it that way - can 100% be implemented as asymmetric balance. I'll phrase it in a very general way now since there otherwise is no way to get it right:
The only question is how much can the CoH2 community afford. Getting asymmetric balance right is difficult and requires a lot of changes, surveillance of the meta and therefore work/manpower. We have a team of community patchers and testers that have - although being very dedicated - limited resources. At this point every change has be be checked if it is really worth it. The current status quo is very well playable, large changes are risky.
I don't know what exactly you are asking for for USF. If it is say non-doc Calliope, this might be a big change since it fills a whole in the rooster of USF that is at least partially filled with other units (like HE Sherman, Scott, Howitzer etc). Adding the Calliope non-doc would need a rebalance of all these other stock units so that USF does not become OP. Additionally, this is true for all modes.
So, is it worth it adding the Calliope? USF will get better, less dependent on commanders, but potentially OP. And we might not have the time to patch it back properly.
What has happened for the most part now is instead of depriving factions from core mechanics handing out OP ones to make up for it (see UKF snare, OKW healing accessibility, USF tech rework etc), they get most/all of the tools but with different mechanics to keep some form of flavour. Is that better flavour-wise? No, surely not. But way easier to balance with limited resources. So overall likely a benefit for the game.
Coming back to caches:
Resource starvation was one form of asymmetry, OKW had salvage but it is not working very well. The balancing is done mostly towards 1v1 and a bit of 2v2, in these modes caches are non existant/not as important. This topic only targets 3v3+, and here only the random ones. Premades can communicate better who build a cache and when, and most importantly make sure they have at least one OST player. Randoms can't, that was my whole point. And due to restriction in map design leading to resource inflation, team games are heavily decided by who can generate more of those. So no, I would not say that OKW becoming standardized towards performance in 1v1/2v2 is good evidence that they don't need caches in 3v3+.