currently game balance is setup that it takes overall performance of campaign and it balances cap points and reinforcements based on that. side with lower win % and lower playerbase gets faster capping times and more reinforcements.
so what happens when you get even teams that should have bloody and interesting fight? buffed team just gets cap in 5-10 seconds before you could even get reinforcement from rally point to it. so what is the point of playing against even teams? if attackers are competent they can always clear cap for 10 seconds and in that time you lose the cap points. it is impossible to win for defenders with ultra buffed attackers when teams are evenly skilled.
so my suggestion is that buffs should be balanced around something else. maybe per battle depending on teams? check average team win % for that side in that campaign and buff based on that.
my biggest problem is that most interesting matches are always predetermined and short cause balance always tilts heavily on one side.
they need to set default values when there are somewhat equal players and then work with that number to buff individual team when there is discrepancy between teams. weaker side can get buffs from 10-100% (or whatever number is needed) if it would just make fights more interesting.
get some default values for even teams. then when teams are made, calculate their average WR for that faction vs average WR for enemy team and buff accordingly.
e.g. so lets say average WR for first team is 80% on pacific axis vs second team 50% WR on pacific allies. allies would receive 60% buff to cap/reinforcement rate.
and they could tweak those number accordingly. much better than deciding reinforcements and cap time by global WR.