Whoa, blast from the past. And nice to hear things never really changed for C&C because the same was true in Sun and Wars.Prettymuch the second there's two options, one is going to better (at least in X scenario). Unless its just a reskin of the same option.
Travelling genres here, but your original Command Conquer (I want to say 1992?). Nod were best at rapid early rushes, GDI were best at turling up a bit until they got their mega tanks and then they were almost guaranteed to win in the endgame. (Obviously either could make poor decisions)
The two were essentially relatively equal to win and in balance. But the particular scenario might give an edge to one or the other. All things being equal a good NOD player would usuallly beat the GDI faster then the other way around though. The few RTS's prior to that (or roughly around the same time) tended to be mirror matches with reskinned units (even the first Warcraft had a pretty 1:1 ratio between humans and orcs, if you ignored the names and models).
The 4v1 games (which started with EVOLVE to my recollection) all require the 1 to basically be overpowered to stand a chance. Even then I'd bet the money on a 4-person *Commmunicating* squad will beat the 1 every single time (which is exactly what derailed EVOLVE from a gameplay standpoint, their monetization (and lack of familiar IP) just sealed the deal)
Most "Hero" games tend to start with a few basic heroes, who will continue to shine because simplicity is often the best/easiest solution (Rhino coves this niche in Warframe) then as they keep feeding out newer ones they can't use simple ideas and things get more and more complex. Quite often this results in more powerful ones, but they're more complicated to use as an offset (the skill floor/ceiling as earlier mentioned). More broad audience/casual games, this usually makes the basic-good one the "META" and if you get into more niche and dedicated audiences (like fighting game tournaments) the more complicated one usually gets the favorable rating from the community (since they're all the proverbial "no lifers" who have time to learn all that)
My thought is that if balance patches were more frequent a meta would never get the chance to form, resulting in a more varied and healty game. However, that's just guesswork because I don't know of a single game that has ever done that.
And the second thing you're talking about is power creep. Another sympthom of asymmetrical balance.
I have a strong dislike for fighting games for reasons that would require a whole other thread, but I don't play them, so I can't comment or offer an opinion on them. Which is why I didn't bring them up.I dunno if you count fighting games as pvp or as a different thing entirely, but they're entirely balanced. Even when a char is a little bit better, even the weaker ones typically stance a chance in all the more recent games.