1)Artillery does not handle fight commands(ant+click) properly.
Ideally the way artillery should function when given a fight command is to move towards a spot and when encountering an enemy unit in range they should stop moving and attack it until it is dead.
ATM they act as if they were given a move command..They just keep moving, entering the line of fire of tanks and defenses.
2)wreckage values are extremely high.
It should be important to fight and control wreckage(and it is interesting) but wreckage should not be around 85%.
Such a high value means that unless you are to completely overtake a position and get the wreckage, harassment that is in the range of the opponent's weapons is out of the question.
you cannot poke and outplay by killing more and more of the opponent's forces while taking less casualties cause even if you do really well but he gets the wreckage you have failed.
I suggest decreasing the wreckage values to 60% or less of the initial cost.
This will give a bit more room for trading blows and trying to out maneuver your opponent.
3)T1 gunships are noob traps.When are they useful? I mean really...Everyone spams t1 interceptors that eat the gunships up.
What is the role of the gunships...When are they the best air unit to build?
If they can't be balanced they should just be removed, instead of remaining as noob traps for noobs to stumble on before they later learn to not make them..
4)T2 T3 mass fabs.
Need to be either balanced in or removed.
One of them needs to be removed.If the T2 fabs are to stay they should still be removed out of T2 since they should never be made in the T2 stage.
fabs should stay in the game but if they are just sort of rarely used super late eco buildings they should only be in T3 build menus and the game does not need two models and two separate buildings(per faction) for this.
5)Anti Air.
Land T2 AA is total trash.
Essentially you must even on smaller maps go air.
AA land units are total waste of mass.
They are very slow compared to air units, they cannot hit air units well, their range is pathetic and of course they are land units hence are limited by terrain obstacles and water.
The fact there is no counter to t3 air narrows the possibilities in the game down, everyone has to go T3 air.
If T2 land AA was buffed it would mean that a team or player can under certain conditions lose or give away the air superiority, make AA(that will be more cost effective compared to Air units) and spend the cost gap between the more effective Land AA he made and the more costly Air the opponent made on something else and win.
ATM T3 air is a must and can go and do anything, the only counter is more T3 air..
This limits the game possibilities and IMO should be tweaked.
6)adding long range artillery back into the game.
The uber expensive super amazing Experimental artillery pieces.
ATM they are more like joke units.
They are super rare and when made, game ending.
I suggest making the much cheaper and much less powerful so they are included in more games.