I believe its just a misunderstanding of concept of "balance". All factions are playable and can win games, there are few underpowered units and few units which are stronger then they should be.
Main problem of CoH2 - its very toxic to play. All factions have situations were you literally have to fight up hill battles.
It feels unbalanced because most of the times power-level of factions goes up and down constantly, without any smooth curve.
On top of that, because of how factions are made there is a huge gap within the players base in terms of how they perform.
Like 222 for example, in hands of average player it performs alright, but in the hands of good players its almost a godlike unit which is super hard to deal with.
On multiple occasions units were buffed\nerfed solely based on the top player perspective.
Good point. I also feel that way about the game a lot.
Imagine for example picking UKF and fighting Wehr with godtier MG and stock mortar whilst you only have some shitty 4man unupgraded squads and (maybe) UC. Yeah no.
Another huge point about community balance patches I have extensively talked about is that they are made by people that ok are very passionate about the game but lacking the design fundamentals of the factions and the way they were meant to be played. The end result was that every faction has become more or less the same (4mainline -> maybe MG -> LV -> ATG -> stall -> Medium Tank) and the flavoring is almost completely gone.
Take for example OKW: the designers at relic sat down and thought "well we have the professional german army with its technologically superior Weapon Teams and Armor, we also have the numberful Soviet army with mediocre but reliable shittier weapons who can do everything (merge), what did we not yet explore? Oh yes, the OKW, the German army that was in disarray during the last offensive. Yes, we could adopt some mechanics to make the player feel that this army is fighting with a low morale aesthetic and is continually on the run (hence, trucks were born). Also, we could add some veteran units that make a homage to the veterans that got redeployed (Obers and Volks) but let's not forget that this army should not be able to produce industrial equipment (hence, no caches) but rather salvage the old ones to survive."
That way, many perfect voice lines and other aesthetics were introduced to make that faction (and USF one, ofc) unique in its own way.
Now contrast this way of thinking with what the community balance team went through: "wow, looks like x faction is performing 1% better at the Antitank department than y faction, let's start thinking about nerfs." or "Well, looks like this machine gun can be spammed, let's just make it more expensive and slower to fire, yep.".
I hope you get me on some level.