I don't need to try it though. What they're failing to understand is in COH, not every building needs to counter every other building. Not every unit needs to have 20 abilities and sub classes. If you go heavy T1 and you allow your opponent fuel to get a vehicle before you get AT you SHOULD be punished. Every tier is not a damn swiss army knife. This is not balancing this changing game mechanics to your personal taste.
This.
Going T1 gives you snipers and strong infantry, so you can take great map control early game. This should come at a cost - light vehicles are going to push you off. Choices that give good benefits should have negative consequences.
Axis light vehicles have never really been able to do this because of Guards earlier and now because of PTRS penals. PTRS may not work as well vs medium tanks but they're excellent vs 222 and Luchs.
Then compare the AT situation to Axis who now have no large squads with hand-held AT. Sturm pioneers have to sacrifice minesweepers if they want a shrek.
Allied handheld AT:
Penals 2x PTRS
Guards 2x PTRS (doc)
Conscripts PTRS (doc)
USF zookas 2x equippable on all units
UKF Piats 2x equippable on all units
Axis handheld AT
OKW Sturms only. 1x. No minesweeper.
OST Pgrens only. 2x
And it's arguably the Axis who need a light vehicle counter with the AEC, Stuart and T17 currently dominating the early-mid game because there are no light vehicles to counter them except the Puma and getting that means you'll have almost 0 AI!!!
Basically, Allies have the best early game infantry, the best early light vehicles (counter an AEC or stuart with Luchs or 222?) and their late game is not much weaker than Axis'.