They aren't. OKW gets reduced income from fuel caches. It's just as much a resource advantage as a Soviet player making them for a USF player or a USF player for Soviets. If both teams make a lot fuel caches OKW will still proportionally be at an income disadvantage.
People say 4v4 maps are to big. I say they aren't big enough! In a 1v1 you need to cover 2 victory points yourself to win. In a 2v2 you cover 1 and so on and so forth. In 4v4 you can have multiple people covering 1 point which gives inherently defensive factions like Ost a big advantage.
If 4v4's/3v3's had 5 points it would spread people out a lot more and mean that you couldn't just sit all your shit on 2 points and win the game. It would force Axis to move around a lot more and let me tell you that moving shit like KT's and JT's around maps IS NOT EASY.
Soviets stock army got buffed, Relic is going to fix USF (soon), and in less than 2 weeks you will have Brits. The issue isn't allied units being shit anymore it's the fact that the factions have gotten better but we are still fucking playing Steppes even though it's been in rotation since CoH2 Vanilla Beta. Relic has zero excuse for not making an effort towards making better team game maps.
The new maps coming with the Brits for 2v2 and 1v1 are amazing. But the 3v3 and 4v4 maps are just Shittard 2.0 because it's easy as fuck to just mirror a map put a river and bridges in the middle and call it a day.
Couple of things here.
Yes OKW is fuel limited, I get that. But they don't have access to build caches, that is a fundamental limitation. Unlike both Allied factions which can make caches. Indeed OKW get less per cache, but I fail to see how that prevents OKW from accelerating its fuel when a Wehr player OP's points. You seem to be saying because they get less they don't accelerate. This is obviously incorrect. More fuel per point moves you through tech trees faster. You also don't even attempt to address my points about number of points, rate of capture, ease of locking down, all of which aren't seen in 1v1 and all of which happen quickly in 4v4.
Second point here, larger maps favor OKW even more because they have early forward retreat points. Case and point is Hill 331. Whereas a single retreat from Allies early game gives up both fuel points mass retreats from OKW players is common.
Finally, defensive factions are at an advantage to some degree, but it is the acceleration to the late game which makes it worthwhile. Imagine if Ost had no T4 or super heavy call ins. They could turtle all they wanted and they would lose. The extant of what in smaller game modes may be 5-10 minutes may lost more than half of the games.
Also never complained about lack of good Allied units, you seem to think I really want buffs all over for Allies, yet I play mostly German factions and prefer those. Allied units simply don't have the access to some types of units German factions have. There is no similar unit for anything bigger than a Tiger. This is not a complaint, it is an observation and means in super late game situations Germans have a huge advantage since they can use those tech options. Even 45 minutes into a game as USF I can only field Jacksons to deal with heavy armor (Fielding large numbers of jacksons is impossible for a number of reasons). Soviets may have IS2 or ISU152, but mostly likely have SU85's and SU76's. They also have access to stationary artillery, maybe, if Stuka dive bomb isn't around. Contrast when I play Germans, I have access to Panthers as stock, and a range of excellent call ins for late game slug matches.
In most large games VP's are completely ignored as the game starts. These are of limited importance since you can always take one at some point and limit vp loss. Fuel is what counts. Look at Steppes. There are two vp's largely ignored as the game starts and the third is only relevant because it sits near a high fuel point.
Steppes is actually one of my favorite maps because pathfinding is good and there is flanking opportunity throughout the game.