I have to admit as DAK I always play Italian Combined Arms, because it seems to be the best deal overall. As DAK you have the Tiger in the end of course which I do think is exeptionally good especially vs Brits since there are no tanks that can reliable pen it from the front unless you go for Black Prince, but Brit Armor company is an inferior choice Imo. Of course there is the nondoctrinal 17pdr but it sits there unable to move on its own with 17 popcap.
There is where your words start to touch 1v1 drastically, and also there is clearly a skill issue, sorry for being straight.
First of all, you call Armor company inferior while it is broken nearly beyond repair in 1v1. Issue with over performing Marder is only a 1v1/2v2 thing since soft AT is superior in 3v3 and 4v4 and UKF has early-mid soft AT like boys-AT rifles (2-3 squads with dirty cheap infantry upgrade from upgrade center kill a marder in a single volley) and a very good late-game soft-AT as Foot Guards, which are best pick for your set of units to deal with just those Ubertanks. 17pdr is completely fine as it is with those soft-AT tools backing it up. Also you clearly underestimate power of crusader spam, so if in team game you somehow reach late game (which for my experience is like 1/8 games) two players can field enough units to deal with Tiger and even with roaster backing it up. If none of you went into Armor BG and your team decided to play without churchills there is also gurkhas/commandos at your disposal, so there is also a counter for axis elite/semi-elite troops.
As Wehr I'm not sure were you got your data/impression
I play all factions in all game-modes, lately focused on 1v1 and 2v2 since my teammates from 3v3 and 4v4 pool got lately bored from the game especially with so cool weekly "hotfixes". Played the game a lot from open beta, and after release 3v3 and 4v4 experience is based on playing in arranged team against whatever comes into matchmaking except for USF which I played solo in team games sometimes. There is where impression comes from.
lately I saw a lot of players building the Panther in 4vs4.
And please don't tell me they won. I will start to think we are playing different games... I played nearly 200 games as Wehr in 3v3 and 4v4 and Panther was useful 3 times with one time it really making a difference so much that it led to comeback. The time when it led to comeback main reason for it was it's performance against 76mm Sherman and fact that it is call-in, so I could afford to build a lot of them while saving resources because of staying in Pgren companie only.
Especially for Brits its a hard thing to deal with.
Panther has poor anti-infantry capability, so it is a piece of cake to foot guards and vetted AT-tommies. Brummbär is more difficult to deal with as UKF than Panther. Especially backed up by panther, but this is a story of faction design, where some factions have advantages over others on some stages of the game. But I can assure you with all respect that in competitive 3v3/4v4 brummbar+panther combo is not as difficult to deal with as 2xsapper+dingo+2/3 infantry section into early humber combo with vanilla wehrmacht early game based on grenadiers and HMG42 (which is great as damage dealer, but made of paper and suppression is garbage in this game overall)
While Brits have very good infantry and artillery options they struggle versus heavy armored targets. Ironically US is vice versa.
I dare to disagree. My take would be "While brits have superior early game advantage and are powerful all-rounder overall they struggle against heavily armored anti-infantry vehicles, cqc elite units and artillery fights in team games since those are RNG-based. Artillery and air-based call-ins also are powerful against brits since UKF has poor AA-platform and not very mobile in it's current meta playstyle. USF however has weaker early game and crowd-control/anti-emplacement tools are nearly non-existent, but has access to superior late-game tank destroyer, best mainline infantry and sniper backed up with decent support abilites from BGs and support centers."
Both factions do not have "struggles", they have hardly a challenge: UKF is simpler, but USF is more rewarding if you play your cards right.
And there it is: The german Ubertanks. On the other side Axis has always the choice to support heavy tanks with Marder III to penetrate the slow moving heavy brit tanks in addition to the strong pentration Tiger and Panther have by themselves. So this is maybe somehow the problem in late game tank fights which attracts the players to axis.
I still do not understand those people. They might get a Tiger or a panther in 1 out of 10 games and those units even rarely make a difference but they still go for them if what you say is true. I just cannot understand the point: they play not to win but to see a unit moving back and forth and shot/shout random barks and slurs. How you can balance game around these people?
If you see that a faction has higher win ratios in one game mode than in others, have a look what is differnt in the meta. Mostly it is timing of units or spam of units which are better in some game modes than in others. Having a 0 CP paratrooper squad (Wehr) or paratropper MG (US) is for example better on bigger multiplayer maps where you can dig in before enemy troops arrive than on small 1vs1 maps. Solution: Put 1CP before it. Small impact on 1vs1, big impact on 4vs4.
Currently if you move Fpios to 1 CP you will softly remove wehrmacht from 1v1 matchmaking. People will not play grenadiers in their current state in 1v1, only few chosen one superior gigamindsets and guru's of CoH franchise. Also I cannot understand why we should move 30.cal to 1 CP if HMGs in this game are as poor as they are. Paratrooped 30.cal still must be supported by riflemen or it is busted with first clowncar/stummel/sniper etc.
Another example: Having Kettenkrad upgrade and Opel Blitz which basically can double fuel income of a fuel point if you combine them for the whole team is idiotic if the other team can't do that (okay, there is one fiddly mechanic with weasel). Solution: Only the owner of Kettenkrad, Opel Blitz or Weasel gets the bonus fuel income (thats the way it was in CoH2 lately). The latter change has absolutely no impact on 1vs1 but a huge one on 4vs4. Easy and smart balancing.
They already made a ketten nerf so comm cables cannot be upgraded straight away. By going into ketten in teamgames you, of course, provide your team with extra resources, but
a) have 1 less timed combat unit fielded
b) get your flamer later
This drastically impacts your play since as I said before, you already are in big disadvantage in wehrs early game, that's why you do not see ketten built as often in "competitive" 3v3 and 4v4. About opel blitz... I hope you are aware that it takes pop cap and costs fuel? 25 fuel, if I remember correctly. A big investment for 1 more non-combatant unit. There must be a good reason to go for it.
While Weasel, which is mentioned by you, has:
a) very good early game MG for 30 munitions
b) shared veterancy
c) possibility to field HMG or mortar
d) slow self-repair for free, so you do not build engies to keep it going
e) 2 very useful vet abilities; Actually, so useful, that I've seen people fielding 2 of those for the sake of getting both vet abilities
If anything really needs a little bit of tuning, it is definitely not kettenkrad, with all due respect.