What was his special way to dealing with PE?
https://www.youtube.com/watch?v=DSz5-ym_Qg4&list=PLXJOCXNjeJuxX76tZh2a1g2Lh4PgjUTBU&index=2
Basically relying on infantry for a lot longer than anyone thought was safe, but using infantry support upgrades and buildings to buy time for more efficient later-game tech. Pretty much a complete 180 from the standard fast M8.
There is one problem in what you describe. If a developer makes a faction or balance changes and has no idea how to deal with it in game he is throwing his customers in murky water and asking them to find their way on their own.
In a sense that is what relic did with the kubel. They over buffed it, but had no idea how to counter it. When I presented Peter with all the evidence about the kubel his position was something to the effect "people need some time to adapt". I disagree with this approach, they need to have a better idea what those changes are going to do to the game before introducing them.
A developer can have a pretty damn good idea of how a change is going to affect the game, but they're not omniscient. They're also rarely top players themselves, because it's a bit hard to find the time and motivation to play a game enough to become very good at it for anybody, let alone someone who works on said game every single day. Peter himself actually wrote a very enlightening article on this very subject...
http://pqumsieh.com/2014/01/27/balancing-multiplayer-games-part-1/
You can use math and intuition to make the best changes you possibly can, but at the end of the day you have to settle on something, and then you have to pass it on to players far better than yourself and see how they use your changes. And you need to give those players time, because people don't change instantly, especially when what they were doing before was working perfectly fine.
The original Starcraft was rarely patched, yet the metagame was constantly evolving and strategies were constantly becoming stronger and weaker. Dota 2's 6.81 patch was out for months, but if you looked at games played during its first month and games played during its last you'd think they were entirely different patches. You can't just look at a patch with major changes a week or two after release and make definitive judgements about balance. You can make guesses, sure, and you can point out areas of concern, but it doesn't make sense to change things until the metagame settles down.
SO Inverse, what are your suggestions to help fix the game. It seems like you are suggesting that this game is beyond saving
CoH2 is never going to be a game I want to play, because its core design doesn't appeal to me. I've posted a lot about why, so I won't harp on it anymore. I'm beyond being upset that the game isn't what I wanted it to be. But I'll share another article from Peter's blog, since I've been reading through it today and really enjoying his work...
http://pqumsieh.com/2014/01/08/compelling-game-design/
He asks "How does a game stimulate the player?" and goes on to provide an interesting list of design elements, taking examples from vCoH, DotA, and Street Fighter. Most of them, in my opinion, are missing from CoH2.