It's not unfair, cause the cost of T1 for OH is 80/10.
The whole reason OH early game was buffed is to account for having to spend mp and time to build their tech as opposed of how all new factions play (straight main line infantry and other units, no build time on tech).
+60mp, Pio buffs and MG as T0.
On the contrary, SU has been "balanced" by having to choose from: map control (conscripts) or strong expensive units which are outnumbered early on.
They receive no compensation once WFA was introduced and changed the game dynamics. Because OKW lacked in 2 departments, snares + any reasonable mix of support weapons. Which only further cemented the whole match up against OKW as cheese (clowncar or maxim spam later replaced by Penals after 2nd rework and nerf of maxim spam). There's a reason why it has always been said that OH vs SU was "balanced".
-T0:
SU: CE 170 + Conscripts 240 + T2 (160) and you need to wait a second to get that +10mp (which you will wait by either lag and/or building in the boarder of the base).
OKW: SP 300 + Volks 250 + 90 (at T0) +10 if we mirror SU situation.
T+150mp:
SU: you are still waiting for +110mp to get a Maxim. You wasted 20s building tech. Conscripts is alone on the field.
OKW: both SP and Volk can defeat 1v1 a Conscript. You are already building a 2nd Volk.
T+110mp:
SU: You start building a maxim.
T+140mp
OKW: You are buidling a 3rd Volk.
SU: maxim was built like 10s before this.
So you know realise why you can't dismiss the cost of spending MP early on tech.
You are not fighting on equal grounds, because factions have different initial mp cost, different starting unit, only 2 waste time building their tech and "CASUALLY" the one with the least resources is the one with the "OP" units.
arguably 2 engineers with a penal + M3 will be superior to conscripts vs OST now post update...
2 engineers would be equivalent to a slightly superior cons squad while penals and m3s can deal the real damage... then transition to a conscript build in the mid-lategame when penals start to taper