But it can cap on it's own and it's very fast. Also it turns quite fast so the pathing issues aren't so bad with it. The soviets need to tech to AT nades (not available before the first 5 mins generally) and USF needs vet 1 to have an AT nade - so it's not gonna die very easily unlike the allied paper cars due to faust being default on grens or early volks schrecks for example. The kubel can survive 2 infantry squads just by backing away.
Also it's capping ability adds a huge advantage for OKW in both 1v1 and larger games in the very first minutes.
You're right, it's currently a useful unit, both as capping unit and something to add extra firepower.
But what do OKW have against clowncar with flamer? That thing has a good 3 minutes where it can run around wiping units on retreat. A kubel can't do that. Plus the scout car has good firepower and armour vs starting units. Shreks don't come 'til t1 and getting a raketen means MP drain until midgame where it will be useful again.
Persoanlly, I'd nerf the hell out of all early-game vehicles. Kubel, Scout car, Bren. They're annoying to deal with when you only have infantry and I think they spoil the fun of early-game infantry battles.
It hink it's wrong to just focus on the Kubel and ignore the allied units.