Its not a utopia and it has been done already once in the "Update September 9th, 2014"
https://community.companyofheroes.com/discussion/67/coh-2-changelog/p2.
The problems started when Tommies where introduced and where not balanced vs other infantries. And the problem become worse when USF got a mortar with toning down riflemen which where OP by design and when Penal where balance with riflemen in mind (and not grenadiers) and when Volkgrenadier where desinged in dealing with riflemen and Penals.
Repeating steps like these one:
"Infantry Combat Tuning
The intent of these changes is to better define the strengths and weaknesses of each core unit relative to one another. We wanted to better define how each core unit should engage their perspective targets. For example, in a Grenadier vs. Riflemen match up, the Grenadiers want to maintain range. This is now a valid tactic, where in the past it was not. An integral element to this iteration is the introduction of received accuracy in place of raw damage. This was used in instances where additional fire power was not necessary in maintaining the established unit relationships. For example, Grenadier long range fire power is high enough to establish the unit’s relative relationship with other units, allowing us to increase their durability instead. As a by-product of this shift, short and mid range units should have an easier time closing in on their target."
would greatly help the early stage of the game.
Yes ok, but you missed the part where i said usf mortar should be gone.
The utopia is not doing it, but doung it and pretend is balanced.
Let's look at usf/ost matchup as it shoud be imho.
Usf: start with riflemen, good at close to medium range and fairly ok at long, they have got tier 0 smokebut no mortar and need to unlock grenades and racks
Like you said, 50 cal is now FAR from trash (arguably third best hmg), captain gets aaht with FBP that help them until sherman HE, SO (FOCUS ON THIS) there is no reason rifles needs 2 bar, because THAT'S what makes them overperform against grens and at long range and panzergrens at close, not their starting stats.
23% cooldown bonus on doublelong cooldown-long accurate bursts weapons is what makes them overkill.
Ost: grenadiers can win only at long range against rifles, not only because of their substantial dps, but for RA (already a live thing so it doesn't need changes)..but they have gorlt a mortar to support early pushes, hmg42, a sniper to pick off models.
Like i said, if it TRULY gets zero support at start it should retain some versatility.
Volks are ok, a filler of mid gane quite weak that failagainst any specialized infantry, and isn't supported by great tier 1 hmg or best ai tank in game, but sturm.
At start they are a worse gren with fifth man.
Obers should lose suppression and get 340mp price tag in a splitted schewer like in FBP, where volks needs to be complemented in ai, while sturm should vet a bit faster.
You can get obers or a panzer 4, but obers are more accessible.
Or you can use call ins...or even get a ostwind...that goes to the player, gorcing a single option is never a good thing.
Same for rifles, para and rangers can complement ai rather than sherman/scott, or even barfinders.