Combined arms is an element of warfare theory that is deliberately designed to unbalance a combat situation so that you have an overwhelming advantage and ideally so that your opponent cannot effectively resist at all. Unfortunately that idea has been imported virtually unchanged into this mod and so the core concept behind many of the decisions is fundamentally unbalanced in itself. It only works in games where the rock/paper/scissors contest is moderated so that rather than one arm totally dominating the other it merely has an advantage over the other. Playing with a 1:3 chance of winning when you get caught out of position is a tough and fun challenge. Playing with a 1:100 chance is pointless and not worth the time spent on it.
People love the experience of fighting back against the odds when they might just manage a win, that kind of vain struggle to the death has formed some of my fondest MechWarrior memories. But being caught defenseless and butchered like pigs at the slaughterhouse, that's not fun. Not for anyone. A military theory has been applied to a non-military combat simulation without being adapted to the differences and as a result, the vast training and leadership structure that is required to actually make it work in practice is missing. Combined arms isn't some buzzword that means a few bits of everything all thrown in together, it is a complex and demanding form of warfare that takes a lot of training and experience to get right. Without that, this kind of winner-take-all approach to combat will always end up with one side crushing the other because that is exactly what combined arms theory is intended to do.
It is designed to unbalance combat. You can't tweak in a fix here and there to change that. You have to properly adapt the theory to an entirely different set of requirements to make it work within a game.