It's not really strategy when nothing is influencing it. All it does is create situations where your "Commander" is weaker or stronger against whatever "Commander" your opponent selected. Just putting you on the back/front foot before the match even begins, through what it essentially a dice roll.
Imagine if COH1 had you select Doctrines before the match. There's nothing gained from it being locked in beforehand. Sure, you go into a game intending to use a certain build order or tech choice. But it isn't locked in. If your opponent adapts to it, you adapt in turn.
This just takes something that should be a means of gaining the upper hand on your opponent and makes it arbitrary. Single player. That isn't the point of a multiplayer match.
My guess is that you'll be able to see what your rival is doing and adjust your play style, and that it will be level based too. For example you could level up and unlock an ability that makes a certain tank 15% less fuel to build, or arty has an extra shots in a barrage or something. Your opponent will see that before hand and will have to adjust his/her plans for it. Each player will have his/her own strengths and weakness and its up to rival player to dissect this and find the best way to play against each player. Knowing something like he might be able to get the tank out a bit faster then normal, or his support weapons might pack a bigger punch, or his cheaper infantry will let him get an extra squad etc. This could add a lot of variety, a light tank rush on the same map, for the same faction could play out very differently based on the player choices.
Of course this has the potential to be unbalancing or if it is permanent you could screw yourself over if you choose the wrong abilities. As long as we have the potential to freely change our ability's and are aware of the opposing then it should be fine.