hard caps per player, yes. per team? no. i dont want to lose the ability to build my tiger, that i picked my commander for because my team mate sat not building anything all game so he would have the fuel to get the only one out. its annoying enough when a mate spams fuel caches and you cant do anything about it when all you need is munitions let alone locking out core elements of commanders.
hard caps on heavies have made them the best they have been in years because you dont have to worry about critical mass, ive said many times in the past other problematic units could benifi the same way. id even go as far as to limit ALL doctrinal units. would save the problems were running into now with ostroppen and ensure they can still retain flavour and balance.
Honestly I think the benefits of capping units per-team in large modes might outweigh the frustration of not being able to build the unit you like. It would be annoying not to be able to build your tiger... but it would stop the enemy having two IS2, two B4, and a crocodile. Or vice versa.
The frustration would be reduced by communicating with your teammates, and coordinating as well, though obviously this isnt likely to happen with randoms. I think it might be worth trialling at least? People constantly complain that large modes devolve into arty/armour spam, and doing something about that would be kind of nice.
DEFINITELY implement/trial per-player caps though.