So, I've kind of accepted that the strengths and weaknesses of some factions include their timing in the game. Cybran, in particular, is better early game, whereas UEF is better late game. Sera and Aeon, however, seem to be the "wishy washy" factions, having units that are kind of special but also have very poignant weaknesses throughout all tech levels. For instance, the aurora has more range than any other t1 tank, but significantly less health, and at the t2 level they are quickly outclassed. Of course, if you play right (by kiting), you can use this to your advantage.
At the t3 level, it seems like there is no way to "play right" such that you can overcome the weaknesses of your units. Seige tanks and Harbingers are no compare to percies or bricks -- at least in my experience. You cannot "play right" with them, since percies outrange and outdamage them and have more health. Maybe (hopefully!) I'm doing something wrong, but as a Sera or Aeon player, if a 1v1 game gets to t3, I've pretty much lost. Even spamming sniper bots can be difficult to do effectively, since they are so easily killed by t3 arty, since it does take a few shots to kill any t3 unit, and since they are basically useless on hilly maps (also, they have the same range as Ravagers, so you have to make t3 arty, which are not as effective against mobile units). I would gladly trade the reclaim ability of Harbies for an extra 3k health or more alpha damage, and the same for the amphibiousness of siege tanks.
Is the only solution, as with Cybran, just to not let the game go late? How do you play sera/aeon late game, especially against UEF or Cybran?