Re OP: evaluating decks by unit tier can be problematic, there were times when an armored deck stacked with elite Leo 1A5s with decent air support could steamroll a deck relying on a couple super heavies, Wargame balance is unfortunately very complex, unit access is democratic, discretionary and unit ability is arguably non-hierachical, ie there are many cases where a 90-125 point tank does everything you need a 2A5 to do, so it doesn't lend itself easily to basic "score" based deck ranking.
My two cents:
While Wargaming has little to offer in the form of matchmaking and monetization, it does give a few examples of concepts that could be used to improve the Wargame experience that also play to Eugen's style and strengths.
Wargaming does seem to be a bit more experimental when it comes to trying out new multiplayer game modes which breathe life back into overplayed maps and in some cases rehabilitate maps that were previously considered unplayable or unbalanced in other modes. While more diverse in the past, Eugen has actually backtracked in this respect, reducing the number of gamemodes and balancing maps around the two leading gamemodes Conquest and Destruction.
To use the siege gamemode of EE/ALB as an example, this was a niche gamemode, which admittedly masochistic to play was nonetheless fun in a team sense, and incorporated many of the play elements that would later prop up in low point tactical games. However it was removed instead of being modified or refined, to a point where it was a popular alternative to the main two gamemodes.
http://wargame-series.wikia.com/wiki/SiegeThis gamemode while unpopular in its base configuration had elements of particular promise if it had been modified to become something more akin to the Rush gamemode in the battlefield series where it would be an objective based gamemode with attackers and defenders.
The numerous community created gamemodes be they low point/no income tactical, era games and others were examples of the community being bored with the existing gamemode binary and changing the variables available to them to try and create new gamemodes. This is a great use of energy because it allows for players to use the existing fleet of nations and vehicles for entirely new goals, and forces people to build new decks for new and different criteria, making the game feel new without having to go through the trouble of new countries etc.
Wargaming appears to be better at integrating clans into its multiplayer structure (take this with a grain of salt as I've never been in a Wargame related clan), though this may or may not be that much of an issue, it was room for growth.
Given Eugen's record of incorporating interesting and immersive campaigns into their single player I am surprised they never came out with a clan wars type of team competition
based around a campaign during a finite season. This could have injected a dose of strategy into team based competition and served as a stimulus for Wargame related team and competitive community development.
The awards structure for such campaigns would have to be different however. Eugen got it right with giving democratic access to units regardless of player wealth and ability, for better or worse.
Finally Wargaming is pretty good about getting maps out. There's nothing more revitalizing to a game than new, dynamic maps and in many cases maps can have the power to ressurrect previously overlooked and non-meta unit types
thereby turning already published content into new interesting content. Eugen makes great maps and one of my persistent gripes coming from EE and ALB to RD was being unable to play on those maps I had previously loved playing on (there were apparently difficulties in translating them, though whether this was insurmountable or just the AoA death spiral sucking all resources who knows). If there's something Eugen should take from Wargaming it's the importance of mapmaking, and as recent experience shows,
keeping old maps in service and face-lifting them if need be, because A: people grow to love them and B: it creates practically new content out of old, tried, tested, balanced content.