The entire point of forward HQ's was to fit the playstyle of the factions.
OKW had a relatively early one because they are meant to be deployed in the field. All their trucks are designed to benefit them outside of their base. The downside to this is if they got caught constructing a truck in the open it could be really bad for them and they could lose a ton of time and resources.
The changes to OKW teching made losing trucks less punishing, except for the panzer command which is now crippling to lose. (JP4 moved to T4 means you have no real armour if you don't have it.)
Brits have a forward retreat point because they're slow and their units are expensive and relatively immobile when fighting.
America's retreat point is late game and requires two squishy units to work together. Useful and fits their field presence heavy playstyle in the late game. Same reason America can repair their own vehicles and get back in the fight quickly.
Ostheer doesn't have one because they have the tools to maintain field presence (Defensive structures like bunkers, in field reinforcement, area controlling support weapons) and Soviet don't have one because they are extremely mobile (Oorah, Sprint, fast light vehicles) and plentiful.
You'll note that forward retreat points are relatively vulnerable. The forward assembly isn't very durable and the Major is expensive to reinforce plus relatively defenseless even with weapon upgrades. The forward hearquarters is the strongest of the bunch, but it's also a functional tech structure and still pretty vulnerable. (You can even kill the medics to make it much less useful)
The forward HQ soviets do have is interesting because they can't retreat to it but it does create for a fun playstyle.
All the bitching about forward HQ's is bullshit, honestly. They're pretty easy to punish because they're super juicy targets for artillery and off maps.
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