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That's absolutely not true. An entire array of toolsnot massively used in 1v1, and can be used to balance 4v4. The classic is all indirect fire. Building 2 mortars in 1v1 is death, as is building early arty; exception is vs UKF emplacement spam.
SHTDs are also just not used in 1v1, its a team tool only. 1v1 only sees 1 heavy tank destroyer generally.
Also, and this is gonna really hammer WhiteFlash and the maps guys, a huge amount of 4v4 issues is due to map design. This one is stupid hard to get right. Redball is the most played map and HIGHLY incentizes massive MG play due to the value in forcing super long retreats and the small frontline minimizing required MG count. You can see opposite design attempted with Hill 400, which would be amazing if the fuels weren't problematically far away and relatively easy to lock down. Removing caches and either removing or moving dedicated fuel behind the lines would help mitigate instant 4v4 loses and incentivize pushing as safely holding the fuel is no longer worth more than taking another control point. People seem to enjoy the massive laney arty fests and its stupid time and energy intensive to fix, so probably not worth fixing.
Sanders wrote up the necessary changes (at least for UKF). Its just a LOT of work and massive revamping. We've marched towards this more perfect game patch by patch over the years, you can see the arch of progress.