I will leave these. I might have more, but some thoughts that respond to some things.
Fun For You Does Not Equate to Fun For the Other Guy
Winning and succeeding feels good, but you also got to make sure the other player feels completely powerless or so constrained that there is only one path forward. People don't want to be super restricted where there is only one solution to the problem - IE early WFA blob on blob violence, USF needing to win in the first 15 minutes or auto lose, Soviet insane back tech cost before their tech rework that had no complimentary AI or AT unit, or demolition charges as super mines that meant you had to hand hold every squad to avoid an instant wipe on capture points.
Things need to feel powerful, yes, but it shouldn't be like if you missed retreating from the old stuka by .75 second, which team weapons could barely if ever escape from, your unit shouldn't die because it was 10-12m from the blast zone and got glanced by the auto death critical.
Faction Flavour Should Be done Without Compromising Core Aspects
Having no core tools for core systems such as reliable suppression - Kubels will never cut is as MGs late game to counter blobs - should not be the case. All factions in their core should at least have the basic tools to counter either large infantry assault, defensive positions, and/or heavier armoured vehicles.
Can't always be done due to lack of assets, but the core tools should be there.
And others might disagree, and I will heavily disagree with Brad's point - who is not infailiable- heavily from ages bygone. The early StG puts more offensive power than Volkshrecks did in a meaningful way. The former allows OKW to quickly upgrade and attempt to take the field in the infantry war before tapering off later in the game. The latter promoted critical mass. One Schreck was not useful, 4-5 Schrecks meant it became absurd trying to attack any supported OKW tank. The upgrade also means you could swarm vehicles with cheap infantry - and that's not including how these weapons encouraged being massed up on cheap infantry, avoiding cover and charging forward to attack armour as cover was determential vs AOE.
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