It's aimed at balancing units that are either too weak (due to a range of reasons) or strong (again, for a range of reasons). So it acts exactly as a patch does, but is made by the community, hence "community patch". There was also work on an RA2 one, which was also called a "community patch" which was doing more or less the same thing, which is where we got that final bit of passion to make this happen. I guess we called it the same thing. "Its the cnc mod that causes further imbalance when compared with the original game, is that correct?"
I don't really see how. We gave more counter play to the apache, because after playing for 20 years, the best strat I have vs apaches is to go all-in with medium tanks and hope they don't have enough money left over to defend. (In other words, ignore the apaches and just attack). (Note I'm not talking about apache cheese here... the cheese is very defendable).
Or, take the MLRS. A unit that makes perfect sense to be a unit to tech into as Nod ramps up mass light vehicles... yet is just inaccessible due to price of tech.
Those are just two examples. And note that unlike most mods, we're not trying to change the design of the game. We're not changing the role of units.
If there is a specific part of the mod that you think makes something imbalanced, then this is a place where you can explain that, so that the community can test that issue and if they find that to be accurate, we can change it.