I'll keep this short.
The unit absolutely eats the dust against axis in the early game -especially because of the map pool. (Edit : Wording)
Early game,
You get beaten by Volks and Grens at long range.
You get beaten horribly by Volks and Grens if you decide to charge at them.
You beat Volks marginally and beat the Grens handily at close.
Which both cost less than the rifles and has access to their weapon upgrades without any side techs.
The issue is compounded even more when you consider the supporting units of axis factions:
Against OKW:
***Sturmpioneer eats your rifles and your measly Rear Echelons for breakfast.
***Kübelwagen bleeds you to death from range.
Against OST:
***Pioneer does better than your Rear Echelons, provide good support to Grens if you decide to charge them and provides sight to MG42 which you don't have any counters against unless you go for sidetech + leuitenant/captain/your rear echelon with your rifles or the worst mortar in the game (which also creates another weakness with sub-optimal build)
***MG42, mentioned above.
***Sniper, that is literally uncounterable without Pathfinders or LV (Captain one, which is the meta, arrives too late against sniper aswell).
In the end, Rifles are much more micro-taxing and annoying to use while their performance is gated extremely behind veterancy and sidetechs. I don't know if any more updates are coming to the game but if there are, then I hope the rifles are addressed.
First let me just say that I agree with you and I feel your pain. I play all factions with no clear preference and nothing you said here was wrong.
With that said the problem isn't Riflemen but the rest of USF. Rifleman are quite good and one of the best units available to USF. Here are the main issues with USF.
1.
USF Tech
The USF tech structure is literally pure shit (thanks to the balance team and the terrible redesign they did).
- To Unlock a Building, you must first Activate the building which gives you partial access. For LT Building you get access to HMGs, and Captain gives you access to AT Guns. To fix USF tech, I would lower the initial activation fuel cost, and then shift that over to the Second Unlock. So for example
to activate Company Command Post it Currently Costs 250 Manpower and 35 Fuel. Then to fully unlock the building you have to pay an additional 50 Manpower and 20 Fuel with the second upgrade.
I would make the initial activation cost roughly 15 fuel (around the same fuel cost of Soviet T1/T2 Buildings) So the Captain Unlock would cost 250 Manpower and 15 Fuel for the first activation. Then the second activation would cost 50 Manpower and 40 Fuel.
This would allow USF to have access to basic tools (AT Gun/HMG) without being punished for it with heavy fuel costs or falling really behind on tech while still keeping the same timings as before for things like Stuart or the AA Halftrack.
2.
The M191A6 LMG (the other weapon unlock beside Bar and Bazooka sitting in our base) Should be made available stock and Unlocked with the Major. This would allow Riflemen to address LMG blobs later on in the game without needing to resort to Pathfinder/M8 Scott Spam. This would also roughly match the timing of units like Obersoldaten which would be fair.
3.
Limited Viable Vision Options - Balance Team removed or lowered sight on USF vehicles such as the Jackson (it used to have 50 vision range). Without giving USF any alternative stock options for vision in its place. It was apparently broken for Jacksons to have 50 sight range but then giving King Tigers a stealth buff in the game with 70 vision range is perfectly fine. Just like how Rangers had 10% Damage Reduction which was removed on the guise that it wasn't clearly communicated only to give it to Grenadiers after (which also isn't clearly communicated due to the terrible tooltips in the game)
- Stock Vision should be equalized across the board for all factions based on unit types.
(Riflemen should be given extra sight with Grenade Tech Unlock to match Pioneer 42 Vision or Volksgrenadier 42 vision with Vet)
(Would also like to see some consistency with Light Vehicles - For example Luch's/Stuart getting Recon modes like the T-70)
Goal here is to use combined arms. If Pershing had 50 Vision Stock and was able to get it to 70 like King Tiger you would see post after post from Axis players crying about how OP it is because USF no longer need to spend ammo on Take Aim to make use of their AT Guns even though both Raketen and Pak doing Max Range shots all the time without spending ammo for it is fine.
If these issues were addressed USF would be more forgiving as a faction to play. The rigid tech structure really limits your ability to adapt to different situations which is really the main strength of Airborne (being able to drop HMGs or AT Guns to quickly adapt to enemy play is quite strong - much stronger than the Pathfinder in my opinion). USF does have some other issues such as Rear Echelon being hot garbage, limited Viable commander choices vs Soviet/Whermacht (instead we get trolled by Balance Team with Easy 8's)
USF is not God Awful by any means but they do have some design decisions which severely make them unfriendly towards newer players.