@jip Yeah I had realized that as I went along writing it. Hence why I stopped filing it out completely.
I absolutely draw inspiration from black ops acus, but I see no reason not to cut a lot of this out. So please address points individually. BO ACU suffers from being 'word salad' where its not immediately clear what upgrades you would take for a clear style of gameplay. Almost all of the upgrades have several actual impacts that are not at all concentrated in one sector. They also allow for some severely op combinations and generally break the traditional ACU scaling FAF intends.
I suppose I should explain some of the reasoning behind some of it.
Why?
Gun cost increase?
Generally tends to dominate all other acu upgrades in the meta currently.
Later gun options for other factions?
Allows for some limited play into the experimental phase, something UEF and to a lesser degree aeon are not capable of. Seraphim can do so because of the immense hp, regen, and damage output it is capable of plus having T3 mobile shields. Cybran is incredibly squishy/risky but can somewhat have an impact with the use of cloaking as a defensive option staying out of omni range long enough.
Air combatant?
Aggressive T2 air is one of the strongest aspects, and there is generally no strong counter to ASF spam. Making the single most important unit capable of making itself a counter, as it does on land increases counter play options and extends ACU risk reward factor.
Naval Combatant
ACU is largely irrelevant in naval maps with the exception of drops or some limited support of Cybran com in low tier low quantity naval engagements on small maps. Largely defensive because of the speed and risk in current form. Making the single most important unit capable of making itself a counter, as it does on land increases counter play options and extends ACU risk reward factor.
Commander Engineering Arm
Allows for a tanky engineer that is very mass bp efficent, while allowing more utility in other options over being locked into tech itself. Tech being less relevant as the game progresses and non ACU buy in cost is less relevant.
Support
Having a support choice that is near combat oriented allows for the player to play a more unit centric offensive style that does not rely entirely on absorbing damage with acu and microing OC.
Electronic Package
Adds variety in options and generally makes sensors a potential worth while upgrade all game, unlike as is current. UEF drones are a meme in 99% of cases so something a bit stronger with more utility that comes later may be good.
Mobility
Currently ACUs are completely inflexible in their ability to impact larger maps without having complete air control. A more limited option to increase potential impact over direct potential is good game design.
Weapon
One I am less sure of. Essentially more focused on stand off or AOE options that reward the aggressive playstyle gun already does, while allowing more counter against getting blocked.
Tech
Eco tech makes a more passive commander use more viable early on, extending existing eco versus aggression concept. Fire base tech is to give the player efficient tech access to allow a creeping style game play
Tech and TML are on the same mount option on account of how blatantly over power com TML can be, reducing the potential build power rate and allowing more time for a counter against something mobile is a good thing.
Defense
Mostly to provide some variety and make cybran acu not dog shit.
Tactical Weapon
Again to give the other factions some form of impact in extreme standoff or high risk infiltration options.
I explained the T4 and SACU limitations in the original post.