First, a list of things which have become substantially weaker relative to standard stuff due to gradual buffing:
Forcefields: They melt. Fast. Including the core AI ones on the homeworlds. And they shouldn't.
Really? When's the last time you took down a forcefield with just basic human units? (Fleet ships and starships) Force Fields are "normal" tier units, of course "super weapon" tier units rip through them.
I play with super weapons off. AI force fields are a significant speed bump for me.
Fortresses: What was once a devastate-your-fleet structure is now a merely annoying. Human forts don't need a buff, though.
Again, fortresses are supposed to be really tough "normal" units. They are not super weapon tier. You run into a high Mark fort in the mid game, especially under an AI force field and you don't have super weapons? You are in for a
tough fight.
Transports: At some point, someone decided to make normal transports out of tissue paper. This was about the same time as the guardpost/guardian buff. But now they are so fragile that they cannot be used for their main purpose (bypass enemy planets).
I can get Mk I transports through anything early game and anything but a Mk IV system that's been on alert for a bit in the mid game. Late game I don't feel I should be able to run transports around with impunity, at least not the Mk I we get for free at game start
Human minor factions: still solid fleetships, but now they hardly do anything.
No comment as I play with these off, beyond my previous observation about normal vs. super weapon tiers.
Golems: They suck. A single OMD/arachnid post can flat-out kill them. In pitched battle, they evaporate. And they don't kill a lot of stuff before they go, either. More than anything else, the golems have suffered power seep. Substantial buffing required.
Golems are the weakest super weapon at the moment, mostly because they were one of the first. No comment beyond that as I do not play with them enabled. (Usually)
Spirecraft: Glass cannons. And I think that's how they should stay, with the exception of the siege towers and shield bearers, which need more hp. Also on siege towers: why are they immune to transport and speed boosts? They're supposed to be part of the fleet, rather than special weapons like the other spirecraft.
Spirecraft have pretty much gotten the short end of the stick since they were introduced. I think they were supposed to be special normal tier weapons, but trying to keep them in the normal tier instead of the superweapon tier has really crippled them.
Fallen Spire: Powerful, but not the game-defining power they need.
Really? It's been a while since I enabled them, but I understand that they still steamroll everything except the Exo-waves deployed to counter them by the AI. There has to be
something in the AI's arsenal that can counter a fully built up Spire fleet after all.
Let us buff these, and then lop a factor of about a hundred off everything.
No arguments that balance is all over the place at the moment. I'm really feeling that the game has been divided between the "normal" tier game and the "superweapon" tier game and it is suffering for it.
But it needs to be a game wide rebalance. Not going through the game trying to tweak the worst units, we'll just end up with new worst units that way.
D.