Now, comebacks are likely also easier in CoH2 because resource income is also tied less to map control, but whether it's a big problem, I'm not sure. Additionally, the veterancy system also works to punish comebacks.
But by the same token it's not easier, since it takes more time to take away the opponent's income, since every territory matters, which Marcus pointed out.
Regardless, it often happens that when developers try to reduce the skill gap, or put in rubberbanding, they end up with either frustrating elements, and things that do nothing to reduce the skill gap.
Case in point, Brawl from Melee, and the most heinous example of RNG anyone can ever think of. TRIPPING. Literally Mao (worse than Hitler). And, Smash 4, RAGE MODE (knockback increased as damage goes up. It turns out that this also reduces the ability to combo, certainly not a benefit for rubberbanding.)
Likewise in Starcraft from BW to SC2. While they thankfully haven't introduced frustrating RNG elements, they've changed some of the core micro mechanics to make it easier (pathfinding etc). Yet it turns out micro is just as important when it comes to fighting against spellcasters, and people are woefully unprepared when having to face those things. Likewise, there was no decrease in the massive amount of pure knowledge one has to have about timings, when to spend and how to spend resources in this incredibly macro-intensive game.
Yet, in both examples, the better player will STILL beat the worse players JUST as often. The skill gap, while supposedly reduced, isn't reduced at all to where the worse will more often beat the higher.
Developer efforts to reduce skill gaps have always been massive failures in that department. Nobody benefits.