If caches had a noticeable impact, we would see OKW winrates in teamgames plummet. And yet, double OKW is considered as the strongest Axis matchup for 2v2 (https://www.coh2.org/news/92866/automatch-stats-factions-teams-and-maps; OKW/OKW had by far the highest win rate in 2v2s), and 3x or 4x OKW teams never have much of a disadvantage (no statistics available though sadly).
With the exception of some maps, like Hill 400 (where most of the fuel resources are continuously contested), I think the influence of caches is overrated. Their influence can usually be compensated by stronger map presence giving stronger map control, as demonstrated by OKW doing fine without them.
Ultimately, caches provide +3/6/9 fuel per minute extra, which isn't neglectable, but also isn't a whole lot in comparison to periodically losing ~20-30 fuel income by cutoffs or losing most of the map control in 1v1s. Thus, as I said, most of the resource inflation in team games comes from the fact that most territory isn't contested and players always have a steady income of at least ~20-25 fuel throughout the entire match. Caches do add up to the resource inflation, but not so much that I'd consider them the problem.
OKW win rate do trend down with increased game mode , and OH win rates trend up yes? Or is this something you'd dispute.
I was trying to make a nice little chart to show this, but I don't have good software for it.
OKW is an interesting problem. Forward retreat on the battlegroup, and the flak on the panzerheadquaters translate into greater map control, or more accurately, less area to defend and travel.
I'd argue that the current cache scheme makes OKW a problem for the balance team. Their economy tends to be weaker in the team games, and so their units are over-tuned to compensate, but this throws off 1v1 balance. Just comparing the armies I'd expect OKW to be the better team game army than OH due to the core infantry size, indirect fire options, and building differences.
I don't think caches are the single source of balance issues, but I do think their affect is over-looked. Ultimately I'd just like to see a bit more complexity to the game's economy to open more options. Fixing caches so that they're an interesting option in all game modes is the first step towards diversifying the economy decisions.
As was mentioned earlier in the thread: what I'd also like to see, probably even more than a fixed cache scheme, would be special points like medics/mechanics replace some of the resource points in team games.