In my opinion such a project would be far more interesting if it brought an issue and then focused on solution and its side effects. That would actually be very helpful in choosing good solution with less side affects.
I think it was more oriented towards a good laugh on old times and having some perspective from where we come from.
The road to hell is paved with good intentions and hindsight is 20/20. When you make a rework or apply a big change, NOTHING can prepare you for what is going to happen when it goes live. Some things are inert on their own and require other changes to happen later on the road for it to become a problem. Which at that point we could argue that the context of a unit state makes it right or wrong, nor it's intrinsic values.
Because we can't have 3/4 week spread patches like say a MOBA, i don't believe we can have "good" solutions which are "effective" as well for GLARING issues.
I will always prefer smalls nudges rather than big hammer swings. But the later makes us move faster towards a better solution.
As for what is a glaring issue, that's subjective. But once you consider that something needs a "rework" or more than 2 values have to change in order to be effective, then i don't think you can realistically speculate solutions without side effects.
I don't know about anyone else but looking back this all seemed pretty fun
I still remember the sheer terror of trying to get double Pak and tellers down before the double T34s arrived. COH has lost a bit of that even though it's more balanced than its ever been.
I'm gonna say something a bit controversial.
Some people don't like Company of heroes to lean towards a STRATEGY game.
What the game did right at that time is making you feel that you were managing something "powerful". For lots of people this is what "fun" is.
The problem is, that ONLY a small part of the game content was relevant. More so when the discrepancy between META and non META was so huge.