I'd say to take this:
Phlegm wrote:A way to automatically upgrade SCUs is already in the game: SCU auto-upgrade markers.
You can place them whereever you like, and when a blank SCU becomes idle near them, it will automatically start the all upgrades defined by the type of marker (combat/engineer path).
You have to define a key for it, and when you set the marker, a popup asks you to choose "combat" or "engineering" path.
Those are the same paths that you can configure if you have an idle and "blank" SCU.
The config of those two upgrade paths is near the commander icon, on the right: Two very small icons will appear, and with right click you can set the upgrades for each "upgrade path" as you like.
If you left click on one of those icons, all currently idle blank SCUs will start to upgrade in this configured path. They also will be in the corresponding set of "idle engineers", in the extended view, at the top.
To auto-upgrade freshly built SCUs, just place an auto-upgrade marker somewhere, and set the rally path of the quantum gateway near it. Done.
Finished SCUs will walk over to the marker and automatically upgrade to the path configured for the marker.
And "merge" it with the Quantum Gateway (eg: SACU get built, automatically start upgrading).
And to make combat/engineering SACUs more appetizing, a small reduction in cost for some upgrades.
Creating multiple exceptions (most of wich will be completely alien to someone that played a lot of SupCom but just started with FAF and hasn't scurried the forum) to the mechanics just make it confusing and, more importantly, risk to turn new players away from the game, wich is something that should be avoided.