True sight already exist in RTS like Men of War, and it's even better with each crew member in a tank having his own line of sight for example. The good thing with COH2 is you can now hide behind houses and hedges but you also have your fair share of weird things.
In COH1 two friends liked to use some tricks to get AT vs RT, basically they were counting the bars on the automatch indicator, if they were matching there was a very high chance they would be put together, if they weren't matching they canceled and tried again.
They crushed a lot of high levels 2vs2 random teams with this simply because they could coordinate perfectly. Arranged teams have a huge advantage, if you play random the best thing is to not take it seriously unless you want to ragequit.
The first two points aren't actually that complex to code, it's just a modification of dps and defence bonus in cover, the problem is balancing all of that.
tbh if we get rid of rng ti will ruin coh and what made it unique.
No I don't think so, it's not what made COH a success in the first place, it's all about the tactical use (positioning, flanking etc) of a few and specialised units. If you remove RNG the only difference is the game would more predictable which has more good points than bad points in competition. But Relic won't modify a thing it anyway.
It was the same in CoH1, RNG could sometimes be a game changer, it just happened less often yes. If it was me I would remove all RNG, it brings a lot of frustration for only a little more variety.
The list of top tournament players in vCoH was extremely static
The game didn't have a lot competitive players in the first place and the pool of players wasn't high. No Esport either to draw new talents.