This happens every game with every player.
This is why noobs can beat skilled players.
This is why people quit the game.
People want; When I do X, Y is the outcome.
Compare it with another RTS, Age of Empires: When I get cavalry I can beat those archers, simple as that.
Ok make it a bit more interesting and add SOME Rng, specially with accuracy of arty, but how in god's name can you balance a game that is random generating outcomes?
[Slightly OT, more focused on your style than content]
Interesting point of view, but you are not speaking for all people. This "People want" turns your post from an observation and opinion to exaggeration and propaganda. You want it, I guess quite some people want it, but certainly not everybody.
[End OT]
Actually as much as I tend to curse RNG when it treats me unkindly, I still like the RNG a lot. I think especially for abilities the randomness should be reduced (Heavy engine dmg due to AT-nade), but for accuracy/scatter/penetration it's fine. I like the fact that the outcome is not always certain, but that there is some randomness. Let me elaborate why:
Games like *craft, Age of Empires and CnC are using a rather simple model and the outcome of a battle can easily be predicted. For such games muscle memory and knowing which unit counters which (as in, which Build Order) is most important. Games tend to play out pretty similar due to the rock-paper-scissors system behind units. Strategies tend to be made prior to games and then just followed.
Company of Heroes on the other hand is less predictable. You can on average say how good a unit performs against another, but you cannot say for certain. For some weapons (small arms) the simple amount of shots fired causes the RNG to be only visible on the scale of a small engagement, but over the whole of the game it disappears. If a unit overperforms one fight chances are it will underperform in another. For tank shots the RNG plays a far bigger part, since they will most likely only fire a couple hundred shots per game. Overall, you cannot predict how a fight will end - You can say in 99 out of 100 cases this side will win, but you cannot say for sure. Overall, this makes the game a lot less linear and increases complexity as well as requirements to player skill. While in games like SC2 mostly muscle memory is important, here you need to adapt to the situation need to watch fights more closely, since you cannot predict the outcome. I like that, since it keeps the game interesting (the same fight doesn't always end the same way) and thrilling to watch. As I said prior, there are some parts about the randomness I dislike - The ones with a low chance, high impact like for example flame crits or heavy engine dmg from atnade/faust.
I guess different people just want different things from the game. Maybe find some compromise by reducing RNG (as was already done with grenades), but I would not completely remove it, since it's an integral part of CoH in my opinion.