What's the difference between PAL-Style and NTSC-style balancing?
I'm not familiar with this.
Basically PAL-style balancing is done to improve the game, ideally without breaking intention.
May I point out real quick that the Work Car (the bulldozer) has only 5 Materials (the primary "weapon") in vanilla GBW3. PALBal increases that to 8 for a key reason: encouraging expansion. Expansion being rewarded is the way to discourage camping while making sure offense is only rewarded by flow rather than being impossible to blunt. The Work Car having better endurance in property development makes obtaining Gold easier, reducing the difficulty in buying units for sieging Bazooka soldiers which in turn punishes the Bazooka spam. What stops Work Car spam itself? Simple: it lacks any offensive power beyond an auxiliary MG, so Work Car spam is from the player asking to have their mainstay force ultimately flanked. Thus the Work Car has to be used well and yet its usage is more standardized to set up a happy medium that doesn't have too much offense's problem of removing any halfway valid point to thinking, or too much defense's lack of interaction issue.
Oh, and by the way, yes, GBW3 already has a map editor that allows row and height to each be anywhere from 20 to 50 tiles. If you want to make a competitive map with it, be sure to pay close attention to how many Factories each side gets easily, and also consider ideas like fighting over path split locations to help feed flanking and attacks on supply lines. That could help things along.