Ostheer has the same problem. They need munitions for heal bunker, flamer pios,tank upgrades, and most importantly lmg grens. There's a reason Ostheer has convert fuel to munitions ability in 2 commanders one of which doesnt need it that much due to the ostruppen.
The only faction that doesn't require heavy munitions upgrades are the soviets. Thats why soviet mine spam and demos are very common. Soviets don't have tank mg upgrades (save for ISU and IS2) and cons only have cheap 30 ( or 45? ) munitions ppshs on some commanders. Guards don't need DPs as badly as before PTRS buff.
USFs need BARS and nades but almost or heal abilities to they are better off than the axis too.
I wouldn't say that, USF feels even more filled with munition sinks than Wehrmacht.
Like most, weapon upgrades and grenades. Bunkers, like Wehrmacht. Pintle MG upgrade like Wehrmacht, but only on Shermans unlike Wehrmacht - though it
does cost 10 more. In addition to that, USF has plenty of walking munition sinks - REs basically only technically do damage and exist to spend munitions on suppressive fire, M20 has a 70 munition upgrade like the 222 but unlike the 222 mostly exists to lay 60 muni AT mines later game since its gun does no damage outside of close-range making it really hard to be worth microing into combat when the 222 can more realistically kite and kill infantry, 57mms need to spend 30 munitions every time it fires at any vehicles that are at least PIV-level in toughness, Stuarts are only really useful with their (expensive) abilities. Some of their commander options are even worse about this, like Greyhounds.
I feel way more likely to go "OK I got my upgrades, now to make some strategic choices with my munitions" on Wehrmacht than on USF where it's more like "I NEED
MOAR MUNITIONS FOR SOMETHING"...when I'm not losing, of course, which is not common when one is playing Wehrmacht.