@FtXCommando
It's a completely unsupported assertion to say that the only way you can or should change the game to allow more aggression is changing units, and not adjusting eco buildings. You simply assert it isn't good to adjust t3 mexes, because they are an "extremely important frame of reference." All that means is a change to it would be very IMPACTFUL. It provides absolutely ZERO argument why a nerf or buff would be GOOD OR BAD. And further, if you are not making any RELATIVE changes to unit costs, I frankly disagree with the point. Weighing the cost benefit analysis of which units to make in various situations changes MORE when you nerf or buff a certain unit, not when you make EVERYTHING either cheaper or more expensive. At most, your argument just says we shouldn't make DRASTIC changes. You act as if increasing t3 mex cost by 2% would completely ruin the game: "disaster of old balances...shitfest of GPG." There is absolutely no logical reason to support that. I think that we should be very careful about making changes to eco buildings, but it's completely unnecessary and frankly illogical to treat them as sacrosanct. If we can't assume that Forged Alliance unit balance perfect upon release (has FAF not made any improvements?), why would you ever assume the eco balance was PERFECT?
Bennis, on the other hand provides a number of solid arguments in favor of his position. T3 mexes payoff fast enough that aggression investments have a hard time punishing them, so t3 mexes are very often optimal.
I do however think his suggestion of a 25% cost increase is very big and probably too way much. I would start with a 5% to 10% cost increase and see how that works.
Personally I think the reason most teamgames are very eco heavy is more because of map layouts, and how rambo acus with overcharge are still pretty overpowered in the t2 stage. I think a very small t3 mex nerf might help a bit as well though.