RNG wipes are part of game mechanic. Sometimes it happens - it's fine.
Slightly unrelated, but I see the same problem with you and @Katitof often making one specific point (and I'm sure there are many Axis fanboi who argue similarly).
The implication is that something that exists is justified by its existence. However, RNG wipes might not be good game design, and here is where I think you two might disagree and claim there is no such thing as objective principle of game design--however, nor do I think so. But they are not subjective either. They are normative, as in a norm of what constitutes good and bad design is universal, but they may be subverted in niche cases and still create a successful and fun game. But the principles of good design should generally be followed anyways when possible.
To the degree that RNG wipes are random, they frustrate players undue opponent's skill and should be equalized wherever possible. Faction flavor is a weak obstacle in the face of this mandate.
Edit: that is not to say we can't give the appearance of flavor through a pseudo-RNG system. We don't need 5 man gren squads, as long as they're effectively more like 5-6 mans in terms of survivability.
The alternative to normative or objective game design is subjectivity. In addition to justifying things on flawed bases (like their mere existence or precedent or flavor), it usually leads to a sort of developer worship because there is no authority to turn to other than they (or pride, if one turns to oneself as the authority)--and I think that's the problem you guys have in mentality. Simply because Sakurai-san put tripping in Brawl doesn't mean it's not doo-doo game design and shouldn't be removed. It is doo-doo, and should be removed, which is why Brawl+ and Project M are superior to Brawl.