The main problem is that RNG is to inconsistent. The RNG in COH2 should be fixed by decreasing the large difference in army strength results from said RNG.
For example how to fix the following (Focus on making the lower exchange)
- Abandon - make it cost 70%(arbitrary value, should be depend on vehicle type) of the resources cost of the vehicle in order to recrew it, i.e the mechanic that was in Ardenne Assault. That way abandon mechanic is still in the game but does not have as much as an impact.
- Full health squad wiping - restrict the amount of models that can be killed at any particular time. The realism crowd would dislike this but it is necessary, as it is a fix to the horrible unit clumping that occurs. Or, the implementation of changeable formation option for squad to tell them to remain spread out or pack in tight.
- Skill planes - Make them either controllable i.e like strafing runs, or have them operate like the Spectre gunship from CnC Generals ZH. After all what is better, having RNG kill your enemy army, or being in direct control.
- Etc, any bit of rng in the game should have it maximum potential effect reduce. That way you avoid bullshit. The alternative is using skill/ player choice to counter RNG.
Basically, the general idea is the RNG is fine as long as it does not cause to much of an imbalance between players. The main problem is that COH2 stresses the importance of unit preservation, however, making it that when RNG kill valuable units frustrating. It also results in players taking less risks. By not taking risks the game becomes more boring to play and to watch.