That's why the light-vehicle meta needs to change at the same time, they allow an aggressive player to carve out a massive advantage very quickly.
With reduced LV potency and increased cost, the opponent should not be so far behind in the game that skipping teching to call-ins is required to make up for the disadvantage. The problem isn't that the call-ins allow comebacks, it is that they are basically required to stay in the game.
It makes the game too predictable and restricts wider strategies and commanders.
Aggressive play need to be rewarded, and at the same time the game need more balance at the LV stage.
But there is a huge design issue that comes against any form of balance mid game. Or you'll have LV too strong as today, or too weak or without purpose to be fielded.
You have to consider why you build a LV first. To increase the pressure or to decrease it as a counter to other LV or mass infantry.
If it is to increase the pressure, what for? We know that in Coh2, there is no correlation between map control and army size or MP income.
So the only two reasons to build a LV today is to cutoff the fuel and mp bleed you opponent. If we decide to nerf the LV to balance them, making them less deadly, the bleeding reason goes away. Remain the cutoff reason which is the most hypothetic, complicated and risky one. You can't camp your opponent cutoff or fuel point or it is because you have already won the game.
If you nerf LV to make them balance today, it is pretty much going to make people stop using them and thus reinforcing calling meta and medium rush. LV's value in term of impact will be too low to make any difference in game.
Now there are other paths that can be explored, we could nerf the damage effectiveness of LVs and increase their abilities, something significant so having them in your army composition gives you actually a bonus.
Auras, special shot, vision etc...
And that's the thing.
Take away call ins and plenty of games will end before 15min becasue player has, let's say, 100fuel but it's not enough to build anything and on the other hand he also can't call anything.
I would prefer it, taking away Icomeback button because I have a doctrine that counter everything you fielded, just have to wait for is stupid. Stug-E, Ostwind, M10 etc...
Here we are facing a design vision that goes against competitive activities. But that's not a surprise when you heard lead designer saying "we want each game to tell a story" =/= competitive spirit.