the USF privilege of actually complaining about needing an engineer to heal the tank is unbelievable... an engineer that can get AT or BARs to support no less. most factions do that actually, and less than half the others can slap guns onto their engineers to make them more than repair bots. and as DREADFUL as it is to take 30 whole seconds to heal 320 damage, that's actually kind of the point of dealing damage...
I think the issue is that you still need 1-2 Jacksons to fill the AT department regardless of the situation because the Pershing alone won't cut it. USF also has relatively few snares (usually 3 RM but late game might need replacements due to wipes + it is by far the worst snare in the game), practically no mines or late game stun abilities plus a ATG that does not help much against late game armor (unless you spend all your munis on it). USF is prone to being pushed and overrun because there is not much back up.
Your build for team games at least would likely consist of 2 Jacksons + Pershing + 2 RET for repairs. That was possible when the Pershing carried the AI department so the remaining 40 POP of Riflemen and team weapons don't have to do all the lifting. With the AI nerfs though I feel the Pershing is incredibly hard to fit into the build. Better just get a Sherman on HE shells and PaK Howie/Calliope instead. Saves resources, population and micro since your Sherman can crew repair. That's why it dropped out of favor in my opinion.
Regarding a similar Axis setup with Tiger, P4, 2 ATGs and 2 Pios (1pio plus base repair for OKW) it is slightly heavier on MP I think, but way better on fuel and especially popcap.