CoH had the saddest excuse for balance ever seen. Oh you start the game with jesus terminators? The game was pretty comical because they didn't have to limit themselves to realistic or balanced standards like Coh1 and 2, but the game was never going to work.
A tad harsh, I think.
The real problem seems to have been that the game was too close to vCoH, which is to say it was in danger of becoming a parody of vCoH, and accordingly, many "Old Sweats" from vCoH simply did not support it.
At the same time, THQ was not whole-heartedly behind the CoH franchise (IMO), and therefore if the $ did not flow, CoHO was an experiment to be written off. Since CoHO was FTP, and never left Beta, it was perfectly understandable that many who played the game were happy to proceed without ever paying a dime (which included me). So, many of us (unwittingly) dug the grave of CoHO, not because we did not like playing with it - it had lots of variety - but bcs it did not appear to be the quick monetization project that the publisher might have hoped for.
CoHO had some lasting effects: Harlequin showed it was possible to cast on an almost daily basis, without resort to Mp3s etc The tech system for Commanders was variable and that was more interesting, than being locked into a permanently set system (though some old hands will fervently disagree)
The memory of CoHO lives on in
Ardennes Assault particularly, I think: customised Commanders with tech trees are a clear derivative; and to a lesser extent, the fixed but varied Commander system in CoH2 also probably found its origins in CoHO.
Was it balanced? Nah!
Could it ever be? You're kidding