Jacksons struggle vs Panthers in the first place but this is exacerbated when they are very vulnerbule to screening volks/Pak 40s, where as the Panther is hardly effected by 57 mm guns or bazookas
Jacksons are quite good vs everything other than Tank destroyers of a higher class though, but making too many will leave you vulnerable to infantry and if you don't make any tanks you will struggle with map control
The game is supposed to be complex and require us to make meaningful choices in a dynamic enviroment. Something being an obvoius choice is a fundemental problem in the design of the game and needs to be fixed. The suggested change is just one way to make call ins less obvious
Additionally Making the decision to tech has more implications than just how much it will cost, you also have to factor in the timing of those units, and how much those units will benefit you at the different points in time you can attain them.
The design of the soviets was meant to use commanders to supplement their core units, t3/4 are only so expensive because they want you to use commanders and not an additional tier building to supplement and diversify your army. You don't need commanders to counter things, but you may need them to make a good army.
I do have some insight -> http://pqumsieh.com/ , its a very complex process to balance this game, but thats probably the reason I like Coh2 more than checkers complexity makes the game more interesting and fun to play
I Know A comparable idea has been presented to relic by somebody in the alpha(not NDA since the community member came up with the idea) who essentially suggested that if you tech they cost the same but if you don't they will cost like ~20% more resources, making it good to tech in the long run, but not necessary if you really don't want to.
However it is a major issue that call ins are far more beneficial to some factions than others and this is primarily what has prevented relic from addressing them. How can you nerf call ins equally when some factions hardly even use them?
It is the only team weapon in the game with 300 HP all other weapons have 350 hp, I have no idea why this weapon needs to be weaker than every other mg in the game but it makes the gun blow up all the time
Its a meta problem not a faction design one in this instance. Normally one might be able to go bazookas to counter the puma or kubel or in other words aim for captain, but unfortunatley the bazooka cannot counter either of those units adequatley, and a stuart is not reliably going to beat a puma either and they will have multiple shrecks to counter the stuart as well.
The only mechanic i am aware that Functions like this is AOE supression, If two squads are in close proximity they will take increased supression from MGs,
Also models may find it difficult to all use cover if they are blobed up
I think it depends on the map and your playstyle. But The only tank worth spamming that isn't from a doctrine is the panther, however teching costs make that very hard to do