Is it too much to ask that it be possible for those who are not the top 100 (or 50 or 20) to have a chance at being competitive with the one faction some of us bought in order to play the game?
We know that for those who "can't" they don't just not have the edge, the balance is tipped heavily against them. There are simply some modes you will not have a chance to win and others in which you will struggle mightily.
For most USF it will either be a win at 10 minutes (is that fun or will outplaying the other now feel like a stomp) or a slow frustrating slide to a loss as the game progresses. people love to feel like that came back from behind... OKW is practically designed by psychologists to give that "I am so great" feeling where most of that feeling actually was part of the design.
I predicted that once they fixed the Kubel we would end up back at the point of complaining about late-game. We didn't for a while because the kubel meant most didn't get to the late game.
Unless the all factions are equal, that would be impossible to achieve.
Look at Starcraft I : Probably the most successful and balanced RTS ever, as recognized by many.
Zerg had Lurkers to counter Terran infantry blob, but "pro" players microed the infantry to avoid incoming aoe shots and effectively countered its counters. Same for vultures countering dragoons and mutalisks counteringmarine blob.
You see, the developer intent will never be the same for the actual gaming scene.
And you can never make everyone happy. But seeing as how omgpop can achieve 91% win rate with USA, even among the best players.....
The balance will always be top-down, rather than the other way around. It's usually better for the game itself.
When a developer tries to balance the game for the average gamer, disasters like Tekken 4 happen.
The developer of this long-running fight game series actually mentioned that "balancing based on the feedback of the average layman is detrimental to the game".