I am relatively new to the updated SO manual myself but we have been playing BF2 since the old days. We recently have started playing battalion level test games from SO with combined arms. The members here have been quite helpful and may add or correct what I post below.
Were you using the newer the PV system based on the Master Unit List? See
http://masterunitlist.info/This has updated values.
For example, a Karnov transport has a PV of 8 and a Jump platoon (ballistic) has a PV of 7. At the same time a Panther 9R has a PV of 20. So you are ahead in points and manoeuvre if not firepower. A monster like the Atlas 7-RS has PV of 48, so you could have had 3 Karnovs and 3 Jump Inf platoons for a PV of 45
Did you use the AA Rules?
If yes, then you may simply have defeated your opponent by using a combined arms force, a more flexible and mobile mixed force versus a heavy/assault mech force (too much firepower, too little manoeuvre). Your tactics may also have simply been better if your opponent did not protect his flanks. In the end though the economics of mixed forces does allow for more tactical flexibility.
A player willing to field a mixed mech and conventional force, though more fragile, may come out ahead due to more units and the flexibility that comes with numbers. Just don't have that Karnov take a hit from anything bigger than a Wasp.
Battleforce has a different feel to it than does BT or AS but it is not imbalanced. As the scale is larger (usually battalions and up), flexible units are almost a must. As for TMMs,... should not an aircraft moving at a couple of hundred knots be harder to hit than a vehicle or mech moving at 50-60 kph?