Well CoH2 is super risk free in every department. Capping has no risk, teching has no risk I don't think people would appreciate risks in coh2 at this late of a stage.
Well its not nessery risk problem, its a common sence problem. For instance, previously coh2 had a very lethal explosives, be it nades\mines\mortar\arty everything pottentually could have deliver lucky RNG wipe.
Everything was tonned down, with an aurgument that it punished not only idiotic play, but more often then not punished normal play just because you had a bad RNG roll (same aurgument used against abandon critical). And this indeed was and still is a valid aurgment.
But the problem is, while mentioned mechanics indeed were questinable, they still acted somewhat as a soft counter to idiotic play aswell.
As an example we can look at arty units. Ppl complained about it for ages especially in teamgames and always got the same responce "Teamgames were and always will be an arty fest".
At the same time simple friendly fire mechanic was never introduced, because of "teamkilling", while teamkillers are able to just destoy your base anyway, ruining your game just as if there was a friendly fire.
This leads to cali\katy\stuka\Werfer delivering 10 hot loads while friendly blobs just stay inside the arty zone taking 0 damage, while enemy is taking full damage.
Or lets say mortars. Realistically if your squad is hit by them during attack\deffence you most likely will have to retreat it anyway, so why not give mortars suppresion like in vCoH? It will punish blobers heavily, while objectively it wont affect single squads anyway, since as I said after direct hit you will have to retreat them anyway. But we have mortars, which can barrage on top of your own troops dealing 0 damage to them, while when it comes to blobs they are effectively can just bleed them with lucky hits sometimes, but not stop them.
Hell, even armor gameplay was done better in vCoH. Even if your tank\AT gun hit didnt penetrate it still dealt cheap deflection damage, meaning that even Sheman vs KT front to front could have done at least some damage to it, while in CoH2 we have flat penetration or no penetration, meaning that your PIV can either penetrate churchill 5 times in a row with lucky RNG or do absolutely nothing to it.
Thats imo the main problem with coh2 balance and dev team, instead of thinking out of the box how to address gameplay problems we are left with stats masturbation buffing and nerfing same units from patch to patch and when it fails we have new ability\upgrade which will requare multiple patches anyway to ajust.
And again imo, thats why CoH2 lost its vibe a lot of ppl liked. Not because game has less BS or less OP units or fun units.
Its because for past few years road to balance was achieved using raw stats and abilities, not mechanics, thats why a lot of ppl say that game lost its assymetry and everything feels like its mirrored units just with different stats.
While in vCoH balance was achieved (at least US vs Wehr) using mechanics not stats.