I am definetly less qualified to propose changes than most here in the thread.
However, I will write down my personal impression playing this game over the years:
a) RAS sACUS need an income debuff and higher build time.
They can walk to safety, build defenses, suck mass, are walking build capacity and produce resources. I think the place UEF drones are at is quite nice. They are a versatile build capacity option which however is less efficient than the good ol' engineers. In that same respect, RAS sACUS should be an inefficient but versatile & in some situations valid option. I'd like to see a hard debuff on income like plain simple -50%.
If this is "too much", redefining their dual role as sturdy engineers to suck reclaim and build things could be emphasized by giving them more build capacity.
b) T3 Mass Extractors need a debuff in income.
I understand the ease of +200% for each step, but I think +200% (T2) /+100% (T3) is also simple enough. Additionally make them cheaper. In short: Make T3 Mexes more available but less over-the-top. In my opinion a full T3 Eco is just too much. This would also encourage teching more than just your very defensible mexes but makes it also valid to keep fighting for mex control.
c) Nerf Reclaim values somewhat.
I love the Reclaim idea in this game and it's really a core mechanic, so it should certainly be striking one. But the current values are in my humble opinion too high. I dont support nerfing them TO 25% but perhaps BY ~25% (if I am not mistaken it is sitting at roughly 80% so that would make it go 60%). This also helps with emphasizing map control. A failed attack should be punished and control of reclaim fields still a thing. But I think -25% mass reclaim still gets the job done to make failed attacks painful while still having very relevant reclaim.
Mass Income in the late game is ridicolous and can get out of control. Yes, the game has to end at some point, but it doesn't have to spiral out so hard I think. Simulatenously, the game doesn't emphasize having control of out-laying mexes past T1/T2 phase enough. Why invest into very expensive upgrades somewhere on the map that you have to fight for (which might gift alot of mass to your enemy) if you might as well just build highly defendable sACUS instead?
The game tends to stagnate in the late game in my opinion as there is too much reclaim building up, ecoing up is too efficient and base T3 mass extractors pumping out mass like crazy. Map control is not of great importance while static defenses (like T3 AA) become cheap enough by your massive economy to spam around (arguably, this is more of a team game issue like on Setons). The game tends to discourage fighting over bases and ground in late game, but rather is "building up for the killing strike". I find this a bit disappointing.
Especially the last two points are obviously very huge topics and would make a somewhat big change to the game, but in my opinion, it would be for the better.