But this isn't really true. CP gain is disproportionate to resource gain across the modes.
The CP values are balanced in internal CP comparison by CP value. So there is a balance between the units, abilities and counter-units/counter-abilities. Thats what I wanted to say.
This is why stalling for a 13CP heavy is viable in 1v1 but 13CPs is way too late for team games (in 3v3 and 4v4 there will be Panthers around 8-9 CPs). This is also why certain other units like the M8 Greyhound and Valentine have always had problematic/bad timings in team games.
Also, I don't think it's fair to directly compare the high CP offmap/strafe abilities to heavy tanks because these abilities are not strictly meant to counter heavies. They sure help, but they help counter any vehicles. They are not a direct counterpart to heavies.
3vs3 and 4vs4 with friends is my favourite gamemode since this game came out. Its so much fun to coordinate with others and yelling at each other in teamspeak. At least one of our games out of 3 will reach a hour gameplay where heavies roam the field for more than half an hour. Its true you don't stall for a heavy in teamgames and thats really a good thing. Usually they'll hit the field in addition to your existing T4 tech. In spite of that I had vet3 KW-2 and I had vet5 Jagdtiger, because that games took that long.
Regarding lights/mediums you are right. They really should be bound to tech, because they come way too late in bigger gamemodes to have a justification to be build ever. Often enough their game phase is over already once you have the CPs to call them in. I never understood why they left some of them bound to CPs while others were integrated into tech.
Heavies/Suoer heavies and the big artillery pieces on the other side can't come too late, they are at the end of the food chain, nothing behind them that ends their phase. Yeah, some shorter games could be already over then, but I don't need heavies/super heavies in every single battle.
Regarding 12CP offmap abilities. There is a reason why they came at the same times as the heavy tanks came. There is a reason why units like Calliope and Priest for example came out earlier. We will just throw that completely out of the window. 3vs3/4vs4 will change vastly if you bind heavies only to tech.