I also don't get this scale up argument at all. I've had zero problems having games end at t2 stage in teamgames.
What ACU upgrades? All combat upgrades will need to be reviewed to see how a nerf to mass income generation could result in them becoming unintentionally powerful. So chrono, double gun, shield+gun. Then we will need to look at t3 suite, or at least t3 structures that could be used offensively (and t2 arty), and determine if these are now underpowered. If they are underpowered, how does this change the relation to how factions can counter a fatty? How about countering snipers?
There you go, one situation.
Like do I really need to explain to you that every tradeoff situation in this game where you determine to eco up beyond t2 mexes vs make units or structures of any sort will need to be reviewed? Are you shocked that a unit being adjusted will impact direct decisions relative to that unit, let alone indirect ones?
Like now that we have made the t2 stage last quite a bit longer, how do we deal with the fact that UEF and Aeon have a huge advantage on this tech level that Cybran just has no real way of managing?
It's almost like adjusting mexes reverts us back to an unstable balance that existed in the past and that we have attempted to move well beyond.
By the way, I can refuse to give you cancer medicine that gives you a 1% chance of not dying because the cost of the medicine is the annual GDP of the USA. Believe it or not, that does not result in the conclusion that I believe you having cancer is some "perfect" state. I do not believe there even is some perfect eco value, like what the fuck does that even mean. You can change the whole game to make any eco value "perfect". You could also change eco values to make game balance better. The former however, is massively easier to do. Especially when you've been doing it for 7-8 years and have the ability to change it sequentially to see the result of small changes.