Soviet Industry defeats it's only point of existing. If your limit is fuel income, then switching that limit to MP changes nothing. You will get as many tanks as you always could have but the limit factor is INCREASED since you get reduced MP as you take up pop cap but not as you make tanks with fuel.
Luftwaffe isn't super viable outside of 3's and 4's because it starves Ost for MP even more, so your fucked even harder for teching.
It's map dependent in all game modes, it's far less effective on maps with contested muni points and fuels because you will spend long periods of time without being able to drop supplies for fear of giving it to the enemy or losing the point.
Well when you explore 1v1s, try industry out. What most people do is wait to activate it to create a buffer of man power so that with the increased fuel rate you dont run out of Manpower. But the main point here as I said is that Industry has not perfected the trade off between manpower and fuel.
In 1v1 you are manpower starved (at least against USF) but its not bad at all in 2v2. That is one of the reasons Windustry works best in 2v2 as opposed to any other game mode.
While it is map dependent, we have a game where majority of the maps have a "safe" fuel or munitions that is more orientated to your side.
If we had more maps like the new winter 2-4 player map with one fuel, Like you said this commander would not come out much.
Really the bigger issue that has existed since release is how certain meta born gimmicks overshadow other units and create a false sense of uselessness about them.This is quite the case for many of the commanders Axis have since they do not utter rely on them like Soviets to do well. Luftwaffe is simply overshadowed by commanders such as Mechanized.
When people dont look past these veils we have what happened after WFA released and USF early game was adjusted. People thought OKW were terrible, and there were not. After adjusting some of the allies toys people started to figure out that OKW had fantastic units. Notice how almost nothing has been adjusted until recently because players did not look deep enough into the game.
As for the resource modulation here is why its not fair. As PQ has said in his blog, there has to be trade offs between decision and gain. If you play starcraft II, a comparison you could get is what if in multi player games only one side was allowed to use Mules to gather resources
For their allies while the other side was restricted to regular resource gathering. Not quite fair is it that one side can spoon feed their Protoss player into the later stages of the game quicker with minimal risk to them.
If both sides had equal abilities it would be at least balanced. But instead its not, and the allies version gets shot down by free AA if there are OKW players around.
We are playing a game where one side has a better late game. Fuel is the biggest determining factor in how successful your late game is. Mostly safe fuel drops for one side and not the other means the late game side can quickly get out their better toys. Also the munition drops allow axis whom have better munition sinks and are generally starved to easily bypass the phase of the game where they are designed to struggle.
TLDR Resource modulation in team games is bad because it skips intended disadvantages and is not equally spread out between the different sides