If anything I think people have indirectly asked for slower tick rates.
One complaint for Coh2 is that the window for light vehicle play is too small. So in some game modes, they are never even considered. Stretching out the game a little would give them more room to be viable.
Maybe Relics thought was making the VPs faster would force you to decide on early power spike with lights over mediums later? If you are far ahead, close out the game with lights early? This would be fine for 1v1s, but bad for 4v4s. Especially since 1v1 players dont actually like to "play" the game. They want a fast chess match and once they think they have won, they get upset it is not over already. 4v4 players want a long slog with much death and carnage.
Maybe that is the answer, different VP times for each game mode: 1v1 (fast) to 4v4 (slow).
It is really hard to say what will happen in 4v4 since we have a new resource system. Maybe 4v4 will not a be myopic fuel charge every game, so, with faster ticks the VPs may become as important as fuel is in Coh2?
Not having to push fuel early would be great. It caused faction imbalances in start times.
EXAMPLE:
OKW would swarm a fuel almost a minute before some soviet builds get there. By then it is too late because the OST MG is setting up.
Having more lower value points could spread the fighting.
CoH2 could have also had proper LVs, but the way unit balance was handled (instant snare and 2-3 shots to kill) led to LVs barely being usable in the late game. They later got some secondary function such as recon, but using them in a fight once the first medium was out was always very very risky and not worth the micro.
Relic fixed this in CoH3. The vehicles just generally survive more hits. I think that's the biggest change to them.
Different tick rates across modes might work too, but I think it would be very odd and lead to a ton of balance and timing issues. If at all, the tick rate should be different to what you suggested. Large modes in CoH2 have more resources and you'll always reach end game units. There's no reason to make the game longer by increasing the VP tick rate. Small modes have less resources available, those games should be longer.
But resources should best be fixed via maps. CoH2's problem was, that all points provide both resources and a fixed amount of them, while you could never contest points in the back and rarely cutoffs. There's no real shortage of resources in large modes.
If CoH3 allows to place more, but each less valuable points and the map makers take more into consideration how those points can be contested despite having more units on the field (->larger maps?), how smaller vehicles can still play to their mobility advantage etc, we will probably see less differences between all modes, which in turn should make units easier to balance.
That's independent of the tick rate though.