Not really surprising. I really don't see things settling to an even balance in the current patch state; the balance is just too 'spiky' and conflicting.
*Spiky in that certain units/builds are massively over/under-performing. Example being blobs performing far above for the amount of micro required.
Not to sound like a broken record, but I'll basically say what I've been saying for way too long: the current game balance goes directly against the core game design. CoH is, and always has been (at least in design), about positioning, movement and combined arms. That means flanking, positioning your support units well, and using the right specific tool for a given situation.
But look at the meta: It's blobbing and camping - this isn't what CoH is supposed to be about.
Basically we have two choices: we can 'patch' the game's current meta to try and temporarily fix the problem, or we can actually target the core problem and fix it permanently. And yes, fixing it permanently means massively changing how some people play.
What do I mean by this? Well
firstly, it means removing blobbing from the game. Entirely. MG AoE suppression needs to go up, so that if you have more than 2-3 squads close together, they become pretty much useless. Yes, that means that giant blob of 6 rifles will be forced to retreat by a single MG42 - you're supposed to flank/smoke/mortar/use vehicles. Same goes for that volks blob, gren blob, con blobs, RE blobs, etc. All the blobs. If you've got more than 3 squads in the area of a small house, they're all going to get pinned pretty much instantly. While we're at it, we can also add in negative zeal from CoH1.
"But won't that promote camping? MGs in every building!"
No. Every faction actually has very good counters to MGs; just not enough people use them. A mortar will force an MG out, as will a Pack-howie, Lieg, Mortar HT, smoke cover, flanking, any medium vehicle, any heavy vehicle, any off-map arty, etc.
In fact, getting rid of an MG will be easier than ever. Currently, if you attack a building with an MG in it, you'll likely get attacked yourself by a giant blob. But that giant blob won't work anymore, because your well positioned MG (which you are using to support your infantry, because combined arms) will pin the entire blob.
"But now camping factions are super strong"
Yes, camping needs to go a well. Mortar pits and bofors need to be nerfed - heavily. The faction can't rely on static units in a dynamic game. The bofors should basically perform like the OKW flak turret (except neither should be decrewable, that's just bad). That means no massive HP pool, no brace, no self repair, no building repair stations. You place it somewhere to help DEFEND your stuff, not as an offensive building. The mortar pit on the other hand is a very easy fix: replace it with a normal mortar.
OKW's flak truck can also get changed dramatically. Increase suppression a little bit, but make it nearly useless vs. vehicles. Probably also nerf the range a bit. It should really only provide support in last-ditch defense efforts; it shouldn't be able to fight everything by itself.
"This sounds insane; what will be left?"
Well, let's see. Blobbing is gone, but so is camping. What can you still do? Well, you can keep your infantry around, they just need to be spread out and supported. You can keep your support weapons around, they just need to be defended (when needed) by well positioned infantry. You can keep your tanks around (no AT blobs), you'll just need to use your support weapons to take out AT weapons.
Wait, what's that? A proper "rock-paper-scissors" match up where each position is key? Tanks cover infantry, infantry covers support weapons, support weapons cover infantry/tanks. That sounds almost like combined arms use with positioning and mobility being important.
It sounds.... dynamic.
(Note, a fair amount if missing; I could go on for a lot longer. I might make a separate thread).