Because some guy is forcing his idea on top of others.
We want realism, you guys gave us weird systems. To be honest, there are many approach of getting players: be different, be niche, provide something different to the market.... or copy/reverse engineer/plagiarise the best practice as in this case, what people perceive FH2 is going to be.
1s1k is okay, especially when it is done correctly, a.k.a when a player driving Sherman V cleverly flanking a Panther G and shot it at 90 degrees to its side armour. A player driving the Panther G might get reckless as his gun is able to punch most allied frontal armour from distance, but flanking allied tankers must be rewarded equally.
Making a tank combat longer is fine, just make it fairer, as reported in many of the tests performed here. It doesn't give you any sense of the "powerfulness" of Tiger I tank.
Talking about "that awesome FH gaming immersion":
TBH, I feel totally scared whenever I encountered a Tiger tank back in FH0.7. As an infantry, you'll piss your pants, much like that during SPR ambush scene, where the ground shakes and rattles when the Tiger rolls.
I feel like an arsehole when driving one back then, because it is so powerful, feels heavy, the engine sounds gives it that 'heavy' feeling. Careless allied tankers who don't utilize their resourcefulness or speed in the open can be picked off easily like harvesting strawberries from the garden.
One or two times, you'll be surprised of how a regular Sherman could kill you in an instant, shortly after you see their smoking muzzles. It turns out that the Sherman is actually a Firefly, because you just can't see the elongated barrel from afar.
How it felt in current version:
But in FH2 Tiger is just another big sized tank. Sure, the gun still packs some punch and the armour feels thicker. But encountering Sherman feels like another shell bouncing contest, which I will win most of the times. You no longer care whether they are Fireflies or not anymore, since 17 pdr now don't seem to be that deadly as well, at least in a few encounter, I survived the shots.
Now, some praise:
I welcome the introduction of new sound effects. It is cool stuff that should be added long long before.
Overall, I still think that FH2 has all the best tank combat experience of all combined arms shooter game out there. It has cool semi-realistic effects, historical accuracy to some degree, and impressive experience as a whole. What we are fearing here is the snowball effect, since Eastern front will be mostly tank-dominated battle, we surely don't want to experience silly engagements during it.
Back in FH1, I remembered all the frustration in Kharkov 1941 of trying to kill a single T-34 nesting in a bridge. That works as how the documentaries and stories told us: T-34 as clumsy as it goes (poor crew management, space, and equipments), it is also difficult to kill with early German arsenals. That difficult tank finally explodes from friendly fire incident. We now have ladungs, explosives, satchels, and all sort of stuffs to properly kill 'invincible' tanks, wasn't that balancing enough?