As a non-premium player, I play only one faction per campaign, and often play only one campaign at a time for a month or so, to ease the grind.
Recently I switched from Allied Tunesia to Axis Tunesia, first and foremost actually, because I liked the Italian saber I got during Fiery November, but also because I heard Axis Tunesia was underpopulated, and I like the linguistical diversity on the Axis side.
I must say, the difference is astounding, not just with Allied Tunesia, but basically with any other faction in any campaign. The grind for Axis Tunesia is thrice as hard, simply because you lose eight out of ten matches. Especially with the one time daily XP modifiers, you really notice not being able to win your first match of the day most of the time.
The relatively late unlock of the Engineer squad certainly is an issue, especially because it is unlocked after the AT-Rifle Squad, and long after the Arty Squad. There’s a lot to say about Italian tanks, but at least they have little difficulty dealing with low tier British armour, rendering the niche AT-Squad too useless to waste a slot on. As a result, all the low tiers play Arty. This further encourages them to sit back, but also wastes a lot of Arty. Often, when I spawn Arty, I can not call in a single round, because teammates are spamming it, usually in the wrong place, where they’re guaranteed a kill or two, while they ignore the armour behind the ridge, locking down the approach to the objective.
This brings us to the point of the Axis Tunesia Player Base being the problem, which I also feel is at least 80% responsible for the current inbalance. I am not buying the idea that “Nazis bad” is the cause for the uneven distribution, as we do not see this phenomenon on the Berlin campaign at all, and Tunisia actually provides an opportunity to play non-Nazi Axis (though still fascist). So while the player base is the problem, this is most likely due to a combination lack of incentive by (perceived) superiority of allied gear (well, for example the MP28’s 20-round ammunition capacity probably does indeed not help new Axis players), and Axis squads performing best at long range, on maps with spawns that require them to be non-passive. Perhaps the widespread issueing of bayonets to low tier Axis squads is intended to compensate for this, but it still requires a play style that new players cannot reasonably be expected to adopt.
Finally it might be worth questioning the Axis’ completely open and/or flankable objective approaches and defences on Invasion. I think the Player Base is definitely the problem, but something should be done to attract more Axis players, and encourage them to advance on objectives.