Game design. Why USF and SU are design as early aggresive factions which lack lategame while Axis depends on positioning and surviving early on to later win with a better late game.
Aggresive tends to result on you having the initiative and the other faction been on the defensive/reactive.
Unfortunately it also means that wins as Allies are fast and might feel unsatisfying. They will also lead to a lot of whines about not having the power to reach late game.
Likewise the Allied players in longer games will feel robbed because they were "winning" but reach a point where that becomes more and more difficult. And they will complain about late game power.
If we aren't going to change that aspect of the game are we just arguing at what point (10, 15, 20 minutes in) the late game tipping point should be? Sorry, I just think that is poor game design. It sounds like something unsatisfying to play. As Allies you have to dominate or lose, as Axis you have to survive or lose.