There is a flaw in "rack" system and I had pointed out years ago (in 2017) when it could had easily been fixed:
https://www.coh2.org/topic/60230/balancing-dropable-weapons
But there are also solution:
1) units having a modifier for slot weapons
2) units picking different version of weapons
To be honest I hope that CoH3 will feature some generalized "weapon skill" stat per squad that provides a modifier for weapon DPS based. Technically, this could already exist by giving each squad a separate accuracy modifier and somehow exists with different vet bonuses, but basically every unit starts out at a modifier of "1" and only vet creates differences. This is basically what you suggested back then if I understand it correctly, at least broadly categorizing units into three classes.
The current system makes base Conscripts or builder units just as effective with a picked up weapon as alleged elite troops with proper training.
The current solution was to make most weapons non-droppable and force every unit to use mostly unique weapons, so that the weapon accuracy can be tuned instead of the squad's "weapon skill".
Changing the weapon to one with different stats on pick up would solve the issue, but at the cost of high maintenance.
To circle back to topic:
I am fine with CoH2's current approach. It's not elegant, it's not optimal. But at least regarding rear echelons, it is okay. The faction works without them being potent early on. USF's issues are elsewhere, so even if we'd get another patch, I'd probably not touch echelons.