I believe a wise master, who is also very secretive, told me that the best division in any general situation is one with low softness and high soft attack---which can be best obtained in an armored division, using MEC/MOT and other support brigades like AC
He may certainly have.

A low-softness, high SA division with armored brigades brings a lot of different awesome stuff to combat: armor rating, firepower, resistance to firepower, and speed. Of course, such a division would fail miserably in Afghanistan or French Indochina, so you really got to think hard about unit mission.
But keep in mind that one of the things we are talking about here for ltccone is optimization. Divisions can be optimized a ton of different ways:
1) Soft attack: In most normal games, enemy divisions you encounter will have a high probability of having high softness. If you have lots of soft attack, you will wipe them off the map.
2) Hard attack: It is far less likely that you will encounter low softness divisions. Even AI armored divisions are often past the 50% threshold, especially if they are employing SPART. But, if intelligence is telling you that the enemy has an unusual amount of armor, AC, and TDs, it's time to consider employing the right kind of firepower to counter them.
3) CA bonus: Lots of players like optimizing the CA bonus. I did while I was first playing TFH, although I've cooled on trying to make it a top priority. The real priority with CA is to make sure you have armor and mobile infantry in a division plus the appropriate doctrine. You can go full steam with trying to get every little 5% out of the CA bonus, and that will lead to very different kinds of divisions than if you went another path. But always double check your division in the division builder. Don't add another 5% CA bonus if the terrain modifiers or lack of firepower render the extra 5% irrelevant.
4) Penetration/Armor: This is the LARM/ARM/HARM/SHARM race. The lack-of-penetration penalty is very harsh; you could argue it's even harsher than the hard-on-soft penalty it replaced. While it occurs at the division level, you might consider thinking in terms of 'immunization' throughout an entire theater. While AT and TD are not that great in bad terrain, and while they lack a lot of firepower, it is a hell of a lot easier and cheaper to put an AT brigade with every INF division than it is to try and build twice as many armored divisions as the enemy. And while TD can't usually penetrate HARM, a cagey Soviet player might spam-research TD/AT guns and try to render a lazy German production plan obsolete by penetrating crappy HARM.
5) Softness: You can get insanely low softness values in divisions by using TDs and AC. Sometimes those TDs aren't there for their penetration so much as their reduction in division softness.
6) Terrain: Enough said, and easy to do now that the division builder shows you the terrain modifiers in the window.
7) Supply: This was pro_consul's point earlier. Rethinking divisions and making them both smaller and reducing their logistical footprint, while not putting a ton of brigades in a theater, would make a big difference in some cases.
8) Officer ratio: Sure, you're thinking to yourself "But all brigades have the same officer cost." But they don't, really. Those MIL brigades only cost 10 officers per brigade. That's a 90% discount compared to INF, and cheaper than GAR's 30. There's no reason build 1000 brigades for garrison duties and have them cost 100 officers each. Oh, and since MIL can be upgraded to other types, there's not IC lost if you change your mind and need them to be INF or MOT or whatever.