So the rules in "Combat Operations" for "Innersphere in Flames" which "Innersphere at War" seems to be based off of, state that a faction can spend a max of 3RP per turn (month) per line to produce combat units. This seems to be the best answer to the question of units that can be produced. Now if we use the factories listed per faction which I checked is the number of lines. then we can figure out the number of combat commands that can be produced per turn.
For year 3025*
Capellan Confederation: 20 lines, 60RP per turn, Combat Command cost 124, so it takes 2.1 turns to produce.
Draconis Combine: 23 lines, 69RP per turn, Combat Command cost 131, so it takes 1.89 turns to produce.
Federated Suns: 25 lines, 75RP per turn, Combat Command cost 119, so it takes 1.58 turns to produce.
Free Worlds League: 30 lines, 90RP per turn, Combat Command cost 137, so it takes 1.52 turns to produce.
Lyran Commonwealth: 33 lines, 99RP per turn, Combat Command cost 155, so it takes 1.57 turns to produce.
Magistracy of Canopus: 5 lines, 15RP per turn, Combat Command cost 119, so it takes 7.9 turns to produce.
Outworlds Alliance: 3 lines, 9RP per turn, Combat Command cost 239, so it takes 26.6 turns to produce.
Taurian Concordat: 14 lines, 42RP per turn, Combat Command cost 119, so it takes 2.8 turns to produce.
So, in general it would take most Innersphere powers about 2 turns to produce one new combat command and for most Periphery powers a lot longer to replenish their loses.
And when compared to the info above this seems to pan-out.
*Numbers modified for current errata I forgot about
