The main point of these drops is not cost effectiveness compared to the standard cost, but compared to not having to get the second tech. One officer tech into Major is significantly cheaper than having to get both officers, which would also leave less room for Paratroopers.
I know, I wrote exactly that only a couple of sentences before the quoted section. It was a huge benefit back when you had to shell out 55 fuel for the officer. But the better availability has diminished that. I am not saying there is no benefit anymore, but the main selling point of this commander has been reduced quite a bit.
I also noted that in the late game, a lost Riflemen squad can be decently replaced with the second officer for back tech. At least I regularly do that when I am floating a bit of fuel but don't have much MP. At this point both weapon drops are not worth it instead of just one. Again, all this is team game perspective of 2v2 and 3v3, 1v1 surely looks different.
These are small points, but in sum all the USF tech changes have indirectly hurt this commander, while other USF commanders could now rely on a complete team weapon roster. The benefit of choosing this commander over another one has reduced, that probably sums it up the best.
Also one of the other main selling points is being able to crew them with Pathfinders, which makes the M2HB self spotting and the 57mm almost self spotting. A huge advantage for both.
I know, I thought about addressing that but left it out. This is basically intended cheese. Team weapons are build around main line infantry screening for them. That the commander lets you circumvent this need is less of a strong point for it, but more an example of weak design.