There've been some hints and grumbling from some of the community modders and people in general (I've seen it in team game crowd) that this is the case and that the former want to implement nerfs sometime down the line.
I'd like to just point out that OKW by design are suppose to have a good late-game. If you do not take advantage of your faction's prime time/strengths then that is of your own doing. Not to say you shouldn't stand a chance at all, far from it - that is something that makes COH2 so much better than SC2 for example. But I want the distinctions to be..distinct.
I'd also like to point out OKW aren't particularly fun to play for most people. Playing OST you at least get to choose how you lose. With OKW it's done for you. They are awkward in unit composition/abilites, lack basic counters, have a dodgy tech system etc etc. So if reaching 20 mins in a game having only relied on AT guns (far more than your opponent 9/10) and that sole Panther you get out is somehow OP? I don't know how to react.
This must be a thing in 4v4's but in 1v1's I do not see it? Why is surviving and then playing to your faction's strength OP? Or is getting to the late game too easy? I don't want a COH2 where a KT is impossible to get out, and when it gets out, it gets murdered by OP Allied tank destroyers - another thing that makes me question OKW late game prowess.
Is it the Vet? That is a core differentiating mechanic I want kept noticable. If you get a unit to vet 5 it should be rewarding. A lot of OKW units do not see vet 5 to begin with. Some do nothing/were lazily implemented like JTiger/PAK43.
Is it the Volks? Yes they over perform against Cons but certainly do not against Riflemen/Tommies (that dps in green cover :S)
Maybe it's that MG34 that's grinding people's gears
What's wrong and what do people want? Buffs / Nerfs? What is the OKW philosophy? Their strengths and weaknesses?
Balancing is hard. (But it shouldn't be done in a vacuum).