Although I agree the text is ...meh I do not agree that Allies have superior arty. USF has little to no arty. IMHO, Walking stuka easily beats every other arty piece that allies can throw, especially since it can be aimed to drop on retreat paths and the whole salvo comes fast and ends quickly (if you didn't retreat during the sound, you need luck afterwards). Soviets and Brits do have non doctrinal arty but that's it.
(Major arty takes long to arrive and is bound to his persona which can die easily and as such only good vs MG bunkers and buildings... and he is usually used as a forward retreat rather than arty). Non doctrinal and doctrinal arty is superior on Axis side just as stock infantry is on Ally side.
Truth be told, Axis are usually stronger late game due to non doctrinal tanks with lots of HP and armour (brumm, panther, KT) which can be combined with pre-push stuka and werfer to really take any position. At least from my experience playing standard custom games with friends. My friend playing OKW would drop 2 stukas on expected enemy positions in fog of war and right afterwards I'd push with 2 panthers and maybe Tiger + flamer pios or something. It's a pretty much fail-safe combo. Best you can do as USF is drop smoke and pray that the stukas and werfers are on cooldown. Soviets can call in katyusha which empties the area it's targeting and can then proceed to push with IS-2s or T85s or KVs.
Brits can push with comets or churchills but can't really send infantry squads to front first to throw the arty flare and get supressed instantly.
Point is. The game as such is balanced but the longer the game lasts, the more the emphasis on armour and arty which is superior on Axis side. God forbid you get 2 USF in 3v3 game and go late. Team games are all about teamwork. If one player has commander flares, other gets elefant or jagd and 3rd goes some arty.... unless you're as well coordinated, you're pretty much lost.
The biggest problem with "balance" are not the unit stats, costs or whatnot but the map design and teamwork problems.
I mean I can partially agree. But I would not neglect that Brits have probably the most atrocious commander for team games with Royal arty. Cheap flares everywhere, especially if the map is split diagonally, reasonably priced base arty even with pyro upgrade and the Sexton. I don't think that it is great that you can only pick one or two commanders if you want to be most effective, but it's still how the majority of team games are played.
USF is on the weak side arty wise, however I'd say the SOV Katyusha is on par with Axis' rocket arty.
Additionally there are more/heavier mortar options with the PaK Howie, and potential 120mm to deal damage. I also find Allies have a bit more common recon options, but maybe that is observation bias.
I do not fully follow on the tank argument though. Yes, Panther's are great tanks, but I found it also very tedious to defend against 60 range TDs. If the Allied players regularly probe your forces at the edge of their range, you can farm a lot of veterancy and keep Axis players busy with repairing. But most of these are very specialized points. I agree that the game mostly comes down to coordination. If you blob your infantry or tanks at the right time once or twice, you can pretty much win the game that way. 4v4 is a weird place.
To be honest most of my experience for large modes comes from AT3v3 and less from 4v4, so things might look more different there.