First of all, thanks for all the feedback, keep it coming.
I will be reading through everything and replying in bulk.
Aeon Chrono:
The PR is done and awaiting the last tweaks, once it's merged it will be featured here.
Soul Ripper:
I will look into buffing it in some other areas, it seems as if the personal stealth buff introduced in the last patch was not enough to make it viable in most scenarios.
Kennels:
More changes will likely be coming but they aren't here yet as they require more discussion and testing. For now, these are meant to bridge the gap between the hive and the kennel but I agree that something more is needed.
Loyalist:
We will look into slightly tweaking it in other areas as currently, it feels like a slightly worse version of the titan with occasional big impact due to its ability (Yes it's actually useful and very powerful if used correctly although that's pretty situational and hard to pull-off)
We're planning on tackling the navy, mostly underwater, gameplay and adjusting it to make the navy - torpedo bomber and surface-underwater interaction more interesting and less one-sided. There will also likely be a frigate rebalance alongside so that while cybran will still have the best frigate it will be much less oppressive.
I can't guarantee it will make it into this patch (January) but we will do our best.
In terms of other more drastic changes: I am not in favor of doing big changes without good reasoning just to shake up the meta. FAF gets a lot of its diversity from maps so I don't believe we need to change the meta drastically every other year because, in my opinion, it doesn't really get stale if you consider how different the game plays on Theta, Loki, Ditch, Seton's, 16 bases 20x20 mapgen.
That is not to say that we are opposed to bigger changes, they just need to be done on the merit of the gameplay being either boring and simply not fun, or broken. If you have any suggestions you can create a separate thread or suggest it here as well. You also don't need to propose concrete changes, just a direction.
Overall I feel like currently the balance and the meta are in a good state without any single strategy being dominant in most map scenarios (T3 land rush was too strong hence it got nerfed) and the biggest offenders: Ahwassa, Nukes, Snipers, Titan/Loya rush and spam on bigger maps were eliminated.
We will also be looking into adjusting the costs (probably some Energy Cost nerfs) for T3 and Experimental Artilleries as well Yolo/Para. Alongside adjusting the Reclaim % left by higher tech units we hope to prolong and improve the dynamism of phases: late T3 / early T4. Hopefully, it will also be enough to create a new phase of mid-T4 that is rarely seen which will feature many land and some air experimental fighting instead of people defaulting to Nukes/Artilerries which will cost significantly more E and therefore require more infrastructure and won't be as easy mass dumps as they are right now.