This post details two ideas designed to make the game in its current state less stratified.
ACU
The first idea is one regarding ACU's.
It is a point of note that we cannot assume that the original layout of ACU's by the game's creators is optimal to dynamic gameplay.
The idea is to improve all ACU's compositions in order to maximise their utility throughout the game.
At present there are 2 ACU's which utilize tech upgrades into the combat path Seraphim and UEF (SU), and two which do not, Aeon and Cybran (AC).
Aeon gets both guns consecutively on the left arm, and Tech and the Sensor System on the right arm.
Cybran gets gun on the left arm, and Laser on the right arm.
In return, Aeon and Cybran T2 can have some of the blueprints restricted (à la sparky).
This makes AC ACU's more forwardly aggressive.
There are two ACU's with ARAS (AS) and two whose factions have engineering stations (Hives and Kennels) (CU).
AS lose their second RAS, instead after RAS they get an upgrade to double the ACU's BP to better balance with engineering stations. This also makes them more useful for late stage ACU drop.
Cybran loses the pointless Cloak upgrade, in return gets a 400hp/s Nano upgrade (same as the SACU) with no HP increase at ~3500 M 250k E. The ACU remains paper and vulnerable to T4/ Mass T3, but useful for hit and run.
UEF loses the pointless bubble shield for an upgrade to shield regen rates.
Experimentals
Now for the part that will really make people want to lynch me.
It has always confused me that a simple T3 engineer can create supposed experimental tech units.
The idea here is to make these blueprints only available to sACU's, or perhaps even only sACU's with the Rapid Fabricator upgrade (Gateways are long overdue for a BP increase).
This would put T4 more firmly in the Post 3.5 stage.
In return for the implicit nerf (being a rush unit), Spider can get a speed or regen buff.
TLDR
Some mental masturbation.