Sure but just because they are "stronger" in particular game modes do not make them COUNTERS to the unit in question, which they are not. Its not off map artillery that counters howitzers, its off map artillery without range constraints.
I am not sure what we are talking about here. In 1v1 or 2vs2 both the IR pathfinder and major can be used to take out Lefh. It tricky and might require using camo/smoke to pull it off but it doable. In 3vs3 and 4vs4 is rather difficult or even impossible in some maps.
As for ToT and priest being in the same commander, I dont see this as an issue. The issue is the format. In 3v3 and 4v4 it is inherently strong to have mobile arty like the priest and the off map arty just makes it stronger. In 1v1 you go infantry primarily for the riflemen field defenses and the 1919 lmgs but the off map helps keep it viable later on.
On the "thematic" side of things, I do think such an artillery heavy focus is odd in an "Infantry" commander but I dont think the commander is broken. It just brings things to the table that USF needs in the larger game modes hence making it a must have in your USF lineup.
Being able to destroy opponent with off map while having a SPA that can not really be counter by off map is simply a bad combination that should not be available.
Allow me to remind that TOT was not one a best counter to static arty (with lower cost the most) and for some bizarre reason the mod team changed it so that first shot does not scatter.
The commander was fine even with out a pin point accuracy offmap. It would be fine even with no off map that allows the commander to destroy OKW truck very easily.
Finally moving TOT to another commander would solve OP problem who complain having to chose the infatry company to counter Lefh not with priest but with TOT. USF would then have an extra commander that can counter Lefh.