I've been playing Brits almost exclusively since launch, mostly in 1v1/2v2. Brits have an exceptionally hard time countering Wher snipes and massed 222s. I'm holding off on continuing 1's until the UC damage vs snipes comes in(I'm confident in my ability to deal with even 2-3 222s with Snipe+ATG+Mines), so my analysis here comes from a 2p AT perspective. Given time to get to late game without too much map control/mp bleed, Brits are exceptionally hard to stop depending on their commander choice.
UCs are very well balanced IMO, even with WASP. WASP requires teching and a hefty muni investment, which gives plenty of time for Axis players to have counters ready. If you don't build a racketen/222 with a UC on field, it's your own damn fault.
The Comet seems to be very under-rated by people saber rattling against the survivability of Churchills, but it is an exceptionally strong tank when properly supported. It can kill any tank smaller than a Panther with ease, while people ramble on about the theoretical "Panther beats it 1v1" in actual game play, these tanks are rarely dueling without any support. Even when they do, the Comet can, RNGesus willing, win the engagement. The Comets strength comes from being able to push up with a few AT Guns+inf, rapidly clear enemy AT/force off infantry squads and contribute consistent, heavy AT damage. The combination basically makes it a Panther/P4 combo, and war speed enables you to GTFO when things aren't going well. The thing that makes the Comet the strongest UKF tank is none of this though. It is the low popcap value, at 12 pop per tank. Both Churchills and Fireflies take far more pop(18 and 14 if memory serves me correctly), making it harder to mass them while still having proper support.
As for emplacements, Bofors does wipe squads too fast, but all the emplacements become a waste of MP/Fuel if wher has MHT or OKW masses pack howies. Even perma-braced, unless you keep a hoard of engies on hand with stand fast you wont keep Bofors/mortar pit alive after a flame strike+follow on barrages.
Centaurs wipe things fast, as they put out a huge burst DPS followed by a relatively long reload. This leaves them vulnerable to being swarmed by spaced out shreks/ATGs.
Cromwell is so incredibly useless compared to the other British armor that I have stopped building them all together. For stalling mid-game, Centaur+ATGs holds the line far better while waiting for Comets.
Tactical Support Regiment in my opinion is even stronger than the croc commanders, because it allows UKF to quickly snowball from the first tank kill(including allied tank losses), and recover tons of MP/Fuel from any vehicle wrecks on field. The Off-map arty is just icing on the cake, allowing you to disable multiple tanks/drive off infantry, while your own armor/ATGs to mop up. Follow up with salvage engies coming in to loot and pillage and you can end up with 5-6 Comets quickly in 2's and above. An added benefit in team games is that your Soviet team-mate can go heavy T1 into quick M5, relying on the UKF player for 6pdr(Plus AT Nade snare from cons). As soon as 4 CP hits, the UKF can air-drop a 6pdr+Vickers for the Soviet to help shore up his lines.
(Note: 2p AT with me+Troyd vs random team, rank ~100 Wher and ~300 Wher at time of game)
For example, in this replay I went straight to Comets, with my only fuel expenditures being 5 man squads, weapon racks, 1 Bofors emplacement, and teching. At 22 minutes my first comet hits the field(roughly 50% map control throughout, with it shifting from 75% or more to 25%). Around this point in the game there was a dead stug wreck, dead SU85(wreck unsalvageable), and my team mate was being run down by a Stug in his KV8. Stug kills KV8, Comet kills stug. I salvaged all 3 wrecks, popped 2nd Comet. A few more tanks are traded over the next 5-10min, with the big game changer coming when an opponent put out a Tiger Ace and pushed on my front. Tiger Ace, P4, 2x Stug, Ostwind die to 3 Comets+some ATGs. I salvage them all, at one point floating 1500 MP and 350 fuel(turned into 2 more Comets). The 40min mark rolls around, after struggling to keep VP control with most of my combat inf being wiped and my team mates armor long dead. 5th Comet pops out and with my team mate being pushed hard, I sweep my entire flank with my tank blob, pushing in behind Lemon's army and demolishing everything in sight. Lemons teammate quits after being crushed, and he calls GG soon after.
(TLDR: We hold the line barely, Wher make some bad tank trades giving me 600 fuel over 15min from salvage, hoard of Comets GGs it.)
To close this wall of text off, I believe the Brits really need an infantry based AT snare that isn't reliant on the Sniper or hoping they hit a mine. Massed 222s can dance around Brit infantry with impunity and building a sniper to snare 1 222 with wher sniper(s)+multiple 222s is just throwing away MP. If I'm missing another snare feel free to tell me L2P and how bad I am.