CONTREVERSEY AHEAD. You have been warned.
I'm going to do a little free thinking out loud to see if there's any merit in a rethink of the Golem. I think Golem's are neat, but they're quite an investment and sometimes I wonder if the return is worth the cost. Golems almost seem like TF2's Heavy, very cool and popular, but difficult to use in practice.
So... (Finding a place to hide under)
The way I see a Golem is as an offensive support unit. This requires a careful balance though; consider the Golem on it's own.
Making the Golem all powerful would make all other strategies pointless. However, if the Golem isn't powerful enough you spend half of your time fixing the thing because whilst the Golem becomes the focal point of the AI, the Golem tanks all the damage because it can't kill enemies fast enough.
Thus, a Golem must be supported by a fleet. However, this fleet must stay near the Golem, as if it strays away the AI will focus fire on the Golem, forcing it to tank damage again (because as before, making it all powerful is a bit overpowered). Therefore, a Golem's role becomes that of a support unit, boosting the effectiveness of the main fleet. This is where I see RCIX's line of thinking. Having a big huge ship that is simply many ships rolled into one is a bit boring.
So, seeing as I've noted the Golem as a fleet centrepiece unit, we should perhaps view a Golem as a ship with varied abilites and fire support which enhance a fleet in a variety of ways (in balance with any main weapons/abilities). Random ideas off the top of my head: long range Golems could be more damage focused, (eg. rate of fire, accuracy, range, attack boost), short range golems focus on up close and personal (health/shielding, speed boost to get in close, engine damage?) support golems on repair/force fields.
There you have it. Again, I'm only thinking out loud here. This is only my point of view and I may be completely missing the point of a Golem.
It's funny, because the Bomb Bouncer is probably actually OP, due to it's ability to hold off indefinite amounts of artillery as well as destroy arbitrary amounts of air and land units, especially in quantity. /offtopic
I've never actually played SC2, but I'd just assumed maybe there was a decent counter not mentioned in the video.
SupCom2 is one of the first games I plan to get when I finally get a decent computer.