Except it isn't a balance issue, it's a design issue. Balance can be fixed, given the proper circumstances. Problem is, balance can't be fixed when Relic tries to sell 4 new commanders every month, and make those commanders marketable.
Regardless, it's not balance that I care about, even if I don't think balance is achievable with so many large changes being made so frequently. I care about the fact that the base game is so simplistic, and commanders are the only way that Relic is adding depth. CoH2 is a game of tactics with very little in the way of strategic depth. That's the main reason I don't play, and many others from vCoH don't play.
We don't just want another vCoH either. What we do want, however, is a game that will remain challenging and engaging in 5 years, and competitive as a result. I feel very strongly that the current model Relic is following for CoH2 simply isn't sustainable; I'm of the opinion that people want strategy in their strategy games, not simply tactics. I know I definitely do, and I don't think I'm alone, though there are obviously people who disagree.
I want CoH2 to succeed, but it just doesn't engage me. The reason is design, not balance. You could argue that I am alone, but I think the fact that CoH2 averages less players daily than vCoH did before CoH2's launch speaks volumes about the number of people who don't like the direction taken with CoH2. I'm hopeful that things can be changed, and improved, but the current path being taken is not promising.
Sad to read this but you're right...