I'm a fan of a lot of the changes you've mentioned and where you're aiming them to go.
I also like some cool features and QoL changes you've made.
Beetle 'rework', navy and anti-navy changes, GC HP drain - all that sounds cool.
Transport speed based on unit numbers - that is interesting and something I look forward to.
Hoverbombing?
T2/T3 mex advantages?
Bigger Fatboy?!
Frigates and Battleships with anti-sub weaponry?!
So much! Where do I start?!
Though, before I get ahead of myself, I'll have to take a deep look at the mod.
That all being said:
I am saddened by the Flak you are throwing at the Balance team, though.
They rework units and structures to better fit the overall sense of the game.
For some, changes are -at first- questionable, but given time,
we can start to understand why those changes were made.
All changes are made for the betterment of the 'health' of the game.
If I may also say, the Balance team has been quite transparent with all the changes they've made lately.
What they're aiming to change, how they're changing it, and most importantly - Why they're aiming to change what they're changing.
The other day, @TheWheelie took 2 or 3 hours out of his time to walk us through the Balance Changes and each individual reason for them.
@SpikeyNoob has been very informative about the changes, too.
And the work that @Jip has made. Oh my - where can one start?!
And the entire FAF community is basically run by volunteers. We'd be wise to keep that in mind.
I mean, can we imagine if the devs walked out? The Balance Team? The Promotional Team? etc.
FAF would die out in a week, tops.
There would be no one to maintain the servers; firstly.
No one to update the client, no one to fix bugs, no one to adjust overpowered or underused units and structures, and no one to promote the game.
We only have one FAF... we should take care of it, no?
~ Stryker