There are no high winrates for USF. They are pretty much 50%, slightly better in 1v1 and slightly worse in 4v4.
We get ~50% WR while seeing heavily scewed commander selection, either for airborne only or a triad of commanders, depending on the mode. I've made those points in the previous post, so I won't repeat them again.
It is no proof, but indication that the core faction is not sufficient for competitive play.
Therefore, saying that USF generally does not struggle might be dismissive of what actually happens, because the win rates on which the argument is based are biased.
This has been a long standing issue for both USF and UKF. Lacking core units at the right timing always makes you rely on doctrines to fill gaps. OKW had similar issues, but they have been relieved for example back when they got the MG stock and more recently with easier access to medics. USF still has some core issues that are not as easy to forgo, that's why we're seeing the current commander selection.
(edited typo)
Agreed 10,000%
The issue with USF is that in order to do well you have to be a COH2 Micro God basically. Which for me personally isn't an issue since I have been playing RTS games since Command and Conquer and it is the main genre of game that I play wether it be Starcraft, Age of Empires or COH.
When I played Axis throughout COH2s history wether it was dealing with Sniper Clown Cars (Snipers could garrison within the Soviet Scout Car and shoot from inside of it) or when Rifleman had Smoke Grenades with double LMG upgrades, or even UKF Section spam at its height it never posed an issue for me because I always had tools to adapt to the situation wether it be Whermacht or OKW and part of the success was analyzing what the enemy player would go and picking the proper commanders to deal with the situation.
At one point USF had a similar level of accessibility to Axis factions back when they had smoke grenades. Accessibility was removed from USF forcing you to use Sub-Par Rear Echeclon, Riflemen, and or mortars in coordinated efforts just to bypass MG42 which has been overperforming for years now especially with its Vet 1 ability and how it can almost instant delete vehicles without a chance of reacting (UC for example). Combine that with lane maps (which our shit-tastic balance team also brought us) and you have the current situation we have now.
It is not that Pathfinders are good (Rifleman are way better) its that Pathfinders are more accessible. You don't need to worry about coordinating different units, timing your grenades well, timing your smoke, you just Attack Move basically because it is easy to do and pull off and allows people who aren't as good to crutch on Pathfinders.
Also another thing to point out is that Rifleman are not good at long range which forces you to always be in Medium/Close Range. Imagine if OKW could only use Sturmpioneers. Sturmpio's are a good unit but they need to be at their ideal range to be worth while. Then you had to flank Maxim/Vicker Spam with only Sturmpioneers and that basically explains how it is to play USF Riflemen.
Now since USF is heavily based on flanking for Riflemen play it would make sense if they had some way to scout out these MG's that they are suppossed to flank yet they have more vision (due to Pioneers have extra sight) so they can always see you first before you can see them giving them extra time to adjust to your flank.
USF's core faction is in need of dire buffs. One simple solution would be for Riflemen to get extra sight (42 vision like Pioneers) when getting the grenade upgrade. Then we can nerf Pathfinders down to 42 vision as well (it can go back to 50 with Veterancy). This would be the best option for both USF and Whermacht.