FWIW, this game is one of the biggest candidates I've seen for 'DPS' (+cost+HP) being factored against 'other stuff'. Particularly how the 'alpha damage' tends to make a unit better against its own or a higher tech level, but often worse against lower tech! Not to mention 'AOE', speed, range, and so many other factors!
I love how even something as universal as DPS is so called into question in FaF.
When I look into balance comparisons between units like harbinger vs othuum, I just love how the DPS and hitpoints get adjusted by AOE, alpha damage, shields, move speed, range, and even abilities like reclaim!
I think it's a great indication of the fact that the ultimate 'test' of balance is often (though not immutably) how often they are used in high-level games, with important consideration for game-type... Rather than just entering values into a spreadsheet and comparing. 🙂
(Regarding harbinger vs othuum, specifically, I imagine it goes something like:)
Othuum > harbinger...
Except when aeon player uses range to deny side-weapons of othuum...
Except when othuum uses target-fire and movement to leverage AOE...
Except when harbinger uses speed to deny the above
except when othuum uses terrain to deny the above
except when harbinger avoids terrain to deny the above
except when othuum uses walls to deny the above
except when harbinger uses reclaim to deny the above.
(Or something to that effect).
I basically just love how much more goes into just about every unit interaction that just cost, DPS and hitpoints.
(Though cost, DPS and hitpoints are certainly some of the most important stats agreed!)