Why not lower the price of the Ostwind? Seems to me like at its current performance level that it would be a good fit. 70 fuel/300ish MP. Done and done.
Buildings Capping a building requires no effort or strat, but rewards the player by providing a massive advantage. The main gameplay element in coh2 is to rush into an important, preferably stone building early game while your other units cap the whole map.
Lack of counterplays OKW no counter to MGs/.55AP. Ost no counter to light vehicles. etc
P2W Pay 4 dollars to smash the noobs and pros alike.
USF This faction is single handedly breaking the gameplay, creating awful user experience for anyone trying to play 1v1. Free specialist units, hyper efficient, ultradurable light vehicles which arrive earlier than any others. Too much P2Win as well (the M5Quad/m1919 Doc). Baseline inf beating the crap out of elite counterparts. Cheapest AT which can be picked up by anyone.
Flawed Design Sniper cheese against the WFA; No smoke for OKW; Cheap 30 muni abilities wiping out expensive units. Free specialist units rewarded for teching! No sandbags for OST. No light vehicles for OST.
Arbitrary, unwarranted balance changes; So there is a massed rage on the balance forum on CoH2.org about a specific unit. Relic goes mad too and just randomly buffs a unit by %500, lol. Epic.
Map design;2v2 maps used in 1v1 automatch. Laziness at its best.
Flooded with trees and sight blockers, durable buildings right behind your cutoff which can be occupied by captain jack and deny vehicle play and cover use (He instagibs units behind cover), or locked down by vickers/42. The map is also overall very big, almost an autolose for axis who lack mobility and survivability. The cutoff points are also way too hard to secure as they are far far away from the base spawns.
Minsk Pocket;Another vast map only suitable for 2v2. Full of sight blockers and trees where the A-moving bar blobs reign supreme. Again an autoloss for axis 1v1 due to the lower mobility/survivability.
Sturdzof; A map mainly built for partyjoans trolling or vickers/maxim abuse. Too many ultradurable bulidings.
Semokiy;The buildings placement, the gross position of the lakes and the remote spawn points where it takes a full minutes for units to just arrive on the map make for an utterly garbage 1v1 experiment.