Krogoth, our changes follow a generally coherent pattern, though as with all game design they must be tested for feasibility and rely on other aspects of the game to be implemented first. Yes, there are some ideas that are 'Oh hey, how about we do this?' and some ideas are yet to even be formulated- but game design is an organic process, you wont have the whole thing mapped out down to the last variable before you even start. If we implement something that, through playtesting, just doesnt work, its not going to stay in the game.
We have a range of goals, including increased faction diversity and utilizing a larger range of the options available in the Spring engine. Thus, the removal of core jammers (except the t2 static) in favour of shields. This idea has been around since before CA even existed. A range of other changes come under these goals as well.
The branching of the factories into economic and military options is an idea thats also been around for ages, and is a part of the general flat balancing doctrine. It breaks the game down into several smaller options, making it grade more smoothly rather than jumping about in leaps and starts (that long pause in the game that comes while everyone techs followed by massive expansion of the economy due to mohos, etc).
I can tell you all the design decisions behind everything we did, why we feel they are a good idea and how they fit into the mod as a whole.
Just because you arent privy to our goals doesnt mean we dont have any. Yes, there is debate and discussion about what to implement and how, which is still ongoing, but that doesnt mean we are directionless. Perhaps they should be written down more comprehensively but i have gone on at length here and elsewhere regarding the design decisions behind what we are doing.
The unit responses can be changed via the in-game menu. Personally i use the OTA sounds, cant sand the voices (a lot of people like em though).The unit responses are killing my ears though