I have not claimed that you agreed with my points.
I do not know what you are trying to prove with this test you are making or how it is related to overwatch commander.
I rather obvious that if one is facing JLI one should avoid a static fight at long range behind cover with most unit.
You are dead wrong about this.
This was clearly proven when Relic in their infinite wisdom moved Shock troops and Guards to CP1 and the Soviet become completely broken.
The same actually applied to both JLI and Pathfinder since the started becoming an issue when their CP was requirement where reduced (JLI from 2 to 1) (Pathfinder from 1 to 0)
As JLI are part of overwatch commander, the total strength of the commander is decided by the abilities and units that are unlocked once it is chosen. The combat performance vs other units decide how the opponent will respond. Once again, picking a short range focused squad is overall win for OKW as most maps are long range focused along with LMG Obers arriving later to completely negate any push as JLI also have vision and other utility.
Why is this obvious? Why should a more expensive and later arriving unit with a LONG RANGE focus lose? Airborne Guards are an AI focused ELITE unit with no utility outside of combat, why should this unit lose to a cheaper scout unit? Which unit should win long range against JLI behind light cover?
So what am I wrong about? Unit performance is tied to unit timing, and as I have said several times JLI arrive to early for a unit that can fight mainlines and scale to fight elites. I think I was unclear in my wording when responding to your comment about Pathfinder timing. What I meant to say is it takes about 2.5 mins to 3.5 mins to reach CP1. That means JLI do not arrive much later than Paths, with a dedicated build it is easy to spam JLI. CP2 usually arrives late 5 to early 7 min window(same time gap), so JLI have plenty of time to start vetting before they have to compete with Allied elites.
Yes it was broken when shocks arrived that early, but CP cost wasn't the only issue. If I remember correctly at that time Shocks could still throw smoke and HE with separate cooldowns and Guard LMG had Gren LMG performance.
Instead of nerfing JLI so they would be less spammable, a significantly longer cooldown was given. So performance was known to be an issue but it was never meaningfully address.