I'll explain it:
SU: either you spam maxims or you have great micro to constantly reposition your single/double maxim (if you started with 3 cons first). As game progress it's most than likely that they will die. You only need a crit on the gunner and a landing flaming nade in order to wipe it.
USF: unless you trust your partners on the AT department or your performance early on to be able to get Cpt before light vehicles arrive, you are just better going straight to Cpt.
UKF: MGs are a must here followed up by snipers. But if you are not a high skill player, god have mercy on your soul for playing UKF.
Cant agree more with your UKF analysis, the amount of 2's games I've lost coz a new shit kid playing UKF and having no idea. It's such a crutch faction atm where you need to be at the top of your game and completely understand the meta and units or you lose by default, horribly designed.
Want to get artillery? You lose
Want to upgrade infantry early with 5 man and weps? You lose
Want to go for infantry based AT and get centaur/church? You lose
Don't enjoy using snipers? You lose
Don't enjoy abusing certain units to stay in the game? You lose
Want to use emplacements? You lose