IMO The real issue comes from a competitive 1v1 units mixed up with team game strategy. It has happened before in other RTS but in this particular one, people complaint more often because they want a game only for 1v1 or 4v4.
Heavy tanks at 13 CPs came way too late for teamgames, where resources are inflated and CP gain is deflated. This meant that they arrived at a time when there were already 1-2 vet 2-3 TDs around per every enemy player, making them mostly unviable to use. Moving heavies back to 12 CPs may benefit 1v1s, but it would not benefit 3v3s and 4v4s.
My only question is:
If we can accept that super heavy tanks like JT, Ele and ISU152 are more than likely never gonna be viable outside of REALLY niche situations on 1v1, why can't the same line of thought be had regarding heavy tanks arriving slightly later on teamgames when there is a higher volume of units that could counter them.
I'm sure there is plenty of shuffling discussion going around and probably a middle ground CP wise is gonna be made.
I don't think that vet0 performance on TD vs heavy is problematic more so in the case once they get to vet2/vet3.
Are there any plans to adjust those down and then remove vet 2 vet range on heavies (which makes AT vehicles answers to IS2 as OH kinda weak)
I know there are other solutions been thought or tried (like implementing the cd on death for example) outside of straight balance changes, but i think this subjects at the moment will always become an issue to dance around if not address directly.