Eliminating RAS SACUs entirely makes sense. I don't get why it's an important mechanic to have in terms of lore or why it makes the game more fun to be able to have a mobile economy. (I understand why it's fun to HAVE them, having power is fun, but I don't understand why overall it makes the game more fun to play if everyone can do this.) If they must exist, I can think of a few lore-friendly ways to nerf RAS SACUs, some of which have been said above already:
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definitely you should not be able to assist a quantum gateway, no matter what. The whole point is that the gateway can pull units in from across the galaxy. An engineer's dinky little assistance beam can build things but it shouldn't be able to speed up the quantum process. That should be implemented immediately in order to bring us into conformity with the lore and with realism. Also it would be good for balance. Since this would reduce the value of a gateway, metering your ability to get units out of it, it might make sense to make the gateway itself, or even the SACUs, less expensive. (If we do this, the build time for vanilla SACUs, and different presets, should probably be identical, so we can avoid giving an incentive to make only vanilla SACUs and upgrade them after they come out.)
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similarly, quantum gateways should basically pause during a power stall, similar to how nuke launchers get extremely slow trying to load during a power stall. Maintaining a quantum connection to the other side of the universe isn't something that should be easy to do with power fluctuating on and off. If you want to get your SACUs, get your power stall under control.
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fewer hitpoints because they are fragile. A regular SACU should be able to survive two direct TML hits but maybe a RAS SACU should not. The idea of hit points is not that when you drop to 1, your last shard of armor is gone, and one more hit will kill you. the idea is that it represents how close you are to the unit ceasing function, which for a volatile unit means how close you are to the death explosion happening.
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bigger death explosion to encourage chaining, but not 10x because that would turn them into ultra fire beetles. If you drop their HP by 50%, you are already promoting chaining. Even a small boost to the size of the death explosion would further promote it.
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make them always show up on enemy vision, because the energy signature of a RAS device is just too dang obvious to hide (but ACUs, the most expensive/precious items in the galaxy, would have the tech necessary to hide a RAS signature). If we do this, operational paragons should also always show up, and perhaps quantum gateways too. You shouldn't be able to twist reality itself, or teleport units across the entire galaxy, without making a signature that would be noticed by an enemy ACU less than 75 miles away.
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eliminate the RAS preset. The idea would be: this device is so complicated/fragile that you need to assemble it after the teleport is completed. After all, ACUs can't teleport in with a RAS upgrade. Why not? That would be an instant game-winner. Aeon vs. UEF in a 1v1, UEFbro comes in with RAS and T3, Aeonbro starts with double RAS and T3. Who wins? I think I know. It's still easy enough to upgrade RAS compared to Steam (you can select multiple ACUs at once to give them all RAS upgrade, and you can queue a RAS upgrade as part of multiple orders, which you can't do in Steam). And this would still allow people to set up hive farms to speed up the process of upgrading RAS after the SACUs gate in.