I'm not sure I can acknowledge the claim that killing units is of no consequence. It opens up a path for your allies to make a push, potentially securing additional mexes and reclaim. Ofc it's all situational, but if T2 bombers actually become proficient in bombing and clearing out forward land forces / outpost bases, wouldn't this actually work to incentivize players to actually spend some time in T2 and build up some T2 air forces before inevitably going T3 to assure air dominance, otherwise risking loosing a front due to delayed air-reaction?
Like yeah, you can just ignore T2 and go straight T3, but if the enemy air player goes T2, it can cost your teammate quite a bit of ground while he waits for you to reach T3. Ofc it would be a reactive tactic to invest more in T2, if you scout and know your enemy is rushing for T3. Over time it won't become a norm to rush T3, but it will have to be considered as one of the options (which currently it is not).
Again, I mentioned to maybe keep the corsair on the snipey-side of damage.
@maudlin27 exactly why I'm proposing for T2 bombers to be more proficient in clearing out larger unit clusters. Not that you have to target the actual units on the front line. You could go for production and eco. What would differentiate T2 bomber capability is it's larger area but weaker damage, compared to strats.
Assuming we make the damage values for Janus | Corsair | Notha as: | 700 | 900 | 750, you can still snipe T2 mexes with 3 Corsairs, or 4 Janus/Notha (which is mass-efficient compared to T3 strats, but admittedly more risky at current speed hierarchy), but you can also use it's aoe to wipe out other parts off the base. Like unshielded PGens. You could also still snipe your land opponent's unshielded land HQ (pressummed T2 UEF HQ) with 'only' 6 T3 bombers making 2 passes (assuming no AA to kill them, and assuming the proposed lowest 700 Janus dmg, attacking a UEF highest-HP T2 land HQ).
Edit: forgot to write about 1v1 vs NvN, will be added in a hot minute (below, so you don't have to re-read the above, if you already did).
The 1v1 vs NvN problem
I'd argue this is a problem in all team games that allow for 1v1 situations, especially in RTS. It's the problem of how to balance the game in a way that both 'sides' are satisfied. And given the amount of years humans have been making RTS games, the amount of attempts this generated, and the fact that number of attempts = numbers of failures, I'd argue it's impossible to balance a game in such a way that the same stats are as impactful as in 1v1 as they are in team games. Similar problem, but one regarding pro vs noob balance, has been a problem in games since forever, not just RTS.
Now this is more of a philosophical drivel, but we as the community will probably always be torn between what's more important to balance, 1v1 or NvN. We could in theory 'decide', but that would, I feel, serve as a trigger to split the community, which I'd argue is not a good thing. Also, this part is not related to the discussion, but is important in the sense that we need to acknowledge the viewpoints of both 1v1 players, but also NvN players, and that those will in some cases vary wildly.