"We want to make player´s decisions valuable"
"We wanted to make the difference between attack and defence"
This is exactly whats missing with the current UKF ![:( :(](/images/Smileys/sad.gif)
It's not the structure of Hammer/Anvil that reduces player choice but the actual units and abilities in them. Bofors into Comet is the easier strategy for UKF and scales better with player numbers.
The first choice gives either the AEC or Bofors and is decided by whether you want to be mobile or camp but the Bofors is arguably better than the AEC (especially for new players) simply because it requires significantly less micro while being more potent and cheaper. Making Hammer/Anvil a choice here requires some cost and/or performance nerfs to the Bofors and a rework of the AEC's Tread Shot.
Part of the problem with the second choice is that most of the Anvil abilities are under-powered or broken. The Early Warning point sight doesn't work, Airburst Shells are chained to the already lacklustre Coordinated Fire, and the Churchill is a worse Cromwell for the cost. Heavy Engineers are really the only reason to tech Anvil and that's because they're completely OP (60 munition LMG, improved repair speed and doubled durability against small arms for 70 munitions). Compare this to Hammer, where the only bad ability is the Gammon Bomb (which is simply overpriced). Emergency War Speed and the Comet are extremely good and Vehicle Tracking is also fairly useful (especially with Fireflies).
To make the second Hammer/Anvil choice an actual choice, Early Warning needs to work (+10 sight on owned points sounds good), Coordinated Fire needs a range increase from 20/25 (30/35 in the upcoming patch) to 40/45, and the Churchill needs to be reworked (better armour, less health, lower pop cost). Heavy Engineers will also probably need a change (cost to 40/50 munitions, LMG removed, repair bonus reduced/removed).