...The game design balance methodologies have clearly moved onwards towards a more agile and reactive approach which has had several major successes as undoubtedly demonstrated by the current mod team. Hanging on words from patch notes and blog posts from years ago is antique schematics as endless points tried in the past have been made void with recent and ongoing changes.
In simpler words...
no one has a clue on how to balance a game and please a mob so its better to not take risks and just post a few changes here and there. (as an abstract of what i quoted)
A more agile patch system is not because you just push all the buttons and call it balance, its because the community feedback is strong enough to have an actual impact on the frequency of the patches, otherwise people just leave the game and its simply dies. A more agile patching means more changes, either because the game is still broken or people playing it are aswell.
I really dislike that you say so little with so many words, i understand that the game currently is holding on because of this patching system, but it has flaws, denying them for no reason is simply a bias. If you let go the game history then you are not playing CoH2 anymore, just some community driven mod pack.
Every game has a design, its not a game without it, even minesweeper has an intended way to play and risk mechanic that rewards good plays, Because 100k people say that its unfair to die clicking on a mine in it doent mean the game is bad, its just rather the user is not understanding the game as it should be.
Final words.
A good game attracts new players and keeps the ones playing already. It is not up to the players to make the game more 'likeable' and a game that loses its core design has lost its identity, thus changing into a rather different game. History is as much as important as frequent patches when neccesary.