Some RNG can be good:
https://www.youtube.com/watch?v=-9ZI9kMsvRQ
However, some binary effects can be caused at random. What do I mean by that? An effect that either applies with 100% of its effectivity or with 0%. In theory those are ok with a large sample size but by the game's nature the sample size can be pretty small. In a large sample size it will work in your favor just as often as it will in the enemy's but this game has very small sample sizes: For example, the opportunities to AT-grenade a tank may be a few times per game and you normally only play each opponent once on the ladder (which itself has a massive sample size/population size problem). So if you AT-grenade tanks in a match 4 times, it is well within possibility that it might just bounce 3 or 4 times, which can very well massively diminish your probability of losing the match.
For example, some large explosives can have a tendency to miss completely (0% or very low damage) or to completely wipe the squad (100% damage). We've all had that one T-34 that completely misses that infantry squad for 3 shots in a row and the next game we might have one that fires 2 shots and wipes 2 squads with it.
In general the reinforce mechanic and squad size is a comeback mechanic (and a comeback/allowing for comebacks/recovery is good). But by that coin toss, the whole comeback mechanic can be circumvented by pure randomness.
Same counts for tanks' hp pools and repair abilities: They allow you to come back even when you had a few unlucky armor penetrates (randomness factor) in a row simply because the tank's hp pool is so high. With skill you can adapt and flee, repair and come back from a lost battle. Imagine tanks had a 5% chance to spontaneously combust when hit, that would kinda be like some lucky explosion rolls against infantry squads. It would decide games.
Engine criticals are another example: The tank is either affected completely (slowed), not at all (driving at normal speed), or by a very small chance devastatingly (cannot move at all or just barely). I would prefer a system that would either vary its effectivity (so e.g. a slow effect can slow it 20-60% instead of the static numbers) or a varying duration (overheated engine, cools down after 10-20 seconds).
However, I think some effects like the engine criticals are embedded so deeply into the game that changing them would completely wreck balance and unit design of many many units and changes to those are therefore unrealistic. But other things like big explosions can still be fine-tuned to be less extreme and more consistent.
Of course there would still be a randomness involved, at which point player skill can really shine (retreat at the right moment etc).
Are changes likely? I don't really think so.