Request: more dynamic unit movement in battles, like in Sins. Maybe that's a battle group AI thing. Right now blobs just circle each other, and the units in the rear of the blob can't reach any targets.
Request: engineers do more.
Request: T3 units can request T2 units. T2 units in a T3 battle group can request T1 units. Maybe T3 units can request T1 units, and maybe such units are auto-assigned to subordinate T2 units?
Request: T3 defensive buildings, that are very powerful, but expensive.
Request: viable turtling strategies. Not crazy, but if I don't do as good a job expanding at the start it would be nice to be able to research turtling techs and put up a fight, maybe turning the tide if the opponent makes a mistake.
Request: flanking, probably with better connected zones. Maybe even some range-limited transports/portals.
Question: what percentage of the planned units/buildings have we seen so far? Part of me feels the units/buildings we've seen in alpha is kind of boring and vanilla (gameplay, not graphically), and that much more is coming. Maybe it's just the ho-hum placeholder research tree that makes it feel vanilla. But I realize units/buildings need a purpose and need to be balanced, so a ton of them doesn't make sense either.
Yes, this is too much to ask for in 1 month. I cannot wait to see the progress in the next iteration!