all your plans of "rush a walking stuka" might work if you knew exactly what your opponent is doing. the problem is you dont know.
http://www.coh2.org/replay/22725/vs-ginnungagap-on-faymonville
so what are you supposed to do if your opponent waits for your medic truck to put down a fhq? do you wait to put down your first truck or do you always start with mechanized? either way, your early infantry game is worse off because you wont have healing or a retreat point, and the soviet player hasnt even had to do anything. just by having this commander, the okw player has to be prepared for it right away.
in my opinion, thats bullshit. its the same issue as the wc51s. you shouldnt have to drastically change your build in the opening minutes of the game based on commanders. for fhq, you have to go mechanized. for wc51s, you need a rakaten. soviet industry used to play like that and it got nerfed for that exact reason.
now before all the "adapt" responses, im not saying you should be able to spam any unit you want despite what your opponent does. but players shouldnt be forced to predict cheesy early game doctrines, especially when just guessing wrong means you probably already lost.
I think that is the hallmark of a good RTS game. Both teams do not know what each other are doing (unless it is starcraft where you can scout). Good adaptation and counterplay is important in a strategy game. Both teams really do not know what the other is doing unless it is really obvious. There shouldn't be a "one build fits all" sort of thing (although there should be "safe" builds).
RTS is real time strategy, we all have to be prepared for any strategy, conventional or unconventional. If we already know what our opponents are going to make, prior to the game even starting, then the game wouldn't even be a RTS