Did you guys not factor in 3vs3 and up players can field as many panthers or Churchill's as they like due to the absence of any infantry backbone that 1vs1 requires?
Measures like these are meant to
discourage certain playstyles, not to remove them completely. The player's freedom to build what they want is sacred, but sometimes measures need to be taken because certain builds or strategies are not fun to play against or downright overpowered. Measures that limit this freedom are always kept as minimal as possible however.
It wasn't the intention to outright remove Churchill spam, or we would've taken even more drastic measures. The intention was to discourage it by removing the ability to field a significant supporting army besides a bunch of Churchills. If a player can make 3x 19 pop Churchills and some supporting engineers (leaving practically no popcap for any other units) work, then good for them. But personally I've seen a significant reduction in Churchill spam in teamgames with more healthy army compositions being used instead.
Even if popcap is an issue in 1v1 (I don't really know because I don't play it), we can't give the UKF a number of unconventional buffs
and buff their popcap in the same patch. First we'll have to see where the faction lands after the big changes currently planned (medics, Assault Officer, Pyro smoke barrage, etc.) before we do any more significant adjustments.
Surely a mp and slight fuel increase would have been the better fix for all game modes.
Resources hardly matter either in the average teamgame, with the abundance of caches and the relative absence of contest over resource sectors. I highly doubt a cost increase would've had the desired effect. Popcap is significantly more restricting than resources in a mode that has players floating vast amounts of resources on a regular basis.