While this is going wildly offtopic I also can't be bothered to start a new topic. In this post I give some justification for my suggestions
The two main goals are to increase the amount of interaction between players during t2-t4 stage, and to fix the volatility curve. Imo the game should be least volatile in the t1 stage and most volatile in the game-ender stage and gradually transition inbetween. Currently the volatility evolves something like this: from most volatile to least: game-ender > t4 > t1 > t2 > t3
(just to remind: all points are talking about t3 phase units and to a lesser extent t2 phase units)
reduce cost, reduce strength
- small runby's are more justifiable since their cost is reduced while they can still be effective even with reduced strength
- reclaim is more spread out with bigger armies, making reclaiming slower, and sometimes allowing both players to get their piece of the pile (as we see in t1 fights)
- player's reach significant numbers of t3 more quickly, and no longer need to wait for t3 mex. The transition to a t3 army is extremely slow currently
increase movement speed, reduce strength
- units get to the frontline faster so defenders advantage is reduced
- game becomes faster paced, it's easier to out-multitask your opponent like in the earlygame
increase dps, reduce hp
- battles become more volatile, easier to out-multitask opponent with aggression since each mistake is more punishing
- raiding is significantly more effective
- certain slow paced matchups could be sped up slightly (very long battleship wars on seton... don't get me wrong they are cool, they just take a bit too long right now imo)
reduce reclaim % for high tech units
- significantly reduce defender's advantage in the lategame. This would allow you to take favorable fights on the enemy side of the map (whereas currently even a significantly unfavorable fight is better for the defender due to reclaim)
There's certainly much more that could be said, and probably a lot of important things I forgot to mention as well...