Just another point worth noting, balance in a game like this is always going to be interconnected. It's going to be very rare (with the possible exception of adjusting weapon numbers/values) that you will ever be able to change one thing that doesn't inherently affect another (either directly or indirectly).
Another, 'nother point, is that some of these systems/designs (the simpler ones that don't require lots of hours) could easily be rolled out and tested on the test servers, and people would be able to see first hand which systems/designs/numbers work better, or in fact don't.
It's impossible to please everyone, that's just the way it is in game design; no game is going to be able to appeal to everyone. An earlier post stated something like 'if 50% of the community wants something changed, that should be enough', however that still leaves the other 50% that will still want it changed afterwards. It's definitely an interesting dilemma, but as I've posted before, these are worth a read (and perhaps should be required reading for those interested in attempting balance):
Balancing Multiplayer Games, Part 1: Definitions, Part 2: Viable Options, Part 3: Fairness, and Part 4: Intuition. Of course it isn't a compendium, but it's good enough to get the ball rolling for thoughts and angles that people may not have thought of previously. Regardless, a better system can surely be reached.
In terms of where my position is, I try to keep it as clear as possible and I don't try to hide it from anyone. I think games are best balanced from the top down. That is, the game has to be balanced around the highest level of competitive play. I implore people not to confuse this with 'none of the rest of the game mattering' or that it has to be done at the exclusion of everything else. That's certainly not the case, and is not my opinion anyway.
The game has to be fun for all players, and all playing methods (I am hesitant to use playstyle here, as I feel that should be reserved to an in-game method such as scouting with Lights, filling gaps with Mediums, etc); that means for PUGs, for solo players, for groups, for units, and for CW players.