also, since amphicious units can move underwater at a good speed, they have been greatly improved. thier stats should be slightly nerfed to make up for this
If amphibs were OP, people would use them on non-water maps. They are still worse than their land-only equivs, which is all they need to be. Except the Croc, which is liquid pwn (But nobody has discovered this yet so its OK). Nerf them once people actually start using and exploiting them, rather than a preemptive nerf.
Oh, also- Amphib complex should probably have the kbots- Cor the Gimp arm the Pelican.
Really underused/underpowered units
Non-air transports, a real shame. What to do with them? Speed increase, to keep up with the air transports? Maybe weapons, on some? Stealth? Cloak? Shield? Repair? Combat auto-repair? Some other support role it can play?
Energy and metal storage, esp adv and underwater. Useful if you lose your com, useful if you are reclaiming a lot of metal, useful if you have a wind map with large wind variance and an MM economy- but you only ever need one and never need an advanced one. Reducing the storage on resource structures (esp tech2) might make them used more, but that might mess up the resource scheme.
Air Repair Pads. The real problem with these is not cost. Planes only return if they are on a tiny sliver of life, which means they rarely make it home (They usually turn around, and take 1 more missile in the keister. They also return even if they have other orders, and dont return if they are on, say 30% life and just sitting idle. Thus air repair pads are just a nuisance. No idea how to fix this one.

Is there a variable that controls at what HP planes return? Perhaps something like the fuel scripts used in EE, but with the trigger being a number of HP- if thats possible.
Decoy Fusions. I guess the fact they arent used just allows someone to be all the more surprising when they
are used.
Metal Generators. Moho Metal Makers and a fusion (Or advanced solars, which are only 7% less effecient than a fusion, who knew?) are about 60% more effecient on a cost analysis. However, metal generators are cheaper (So you get rewards faster). A lot of the cost of the MG is its E , but it takes no E to run- so in the long term, they might be better? Yet nobody builds them. Do you think this is just because people dont realise?
Liche Atomic Bomber. This DOES get built sometimes, but i think only because it 'sounds cool' (Or because someone has M/E to burn). It costs more than 10x as much as a regular strategic bomber, 4x the buildtime, only has 2x the HP. On average, the pheonix bomber does around 1700 damage to buildings. The 5625 damage of the Liche is equal to 3.3 pheonix bombers, not 10. It even has a lower effective AoE, because the pheonix drops multiple bombs. IMO reduce its cost to around 3-4 pheonixes, and perhaps increase its AoE?
Tech2 Sea Resource Structures
Underwater Moho Mexes take more than twice the buildtime of normal mohos. This is made worse by the fact that a tech2 construction sub costs as much as 1 tech2 bot and 2 farks. This means it actually takes 3x as long to build an underwater moho. Adding in more farks and some naval engineers helps, as naval engineers are much more effecient than farks for about the same cost. However, you need more than 10 extra naval engineers/farks before the underwater moho starts to catch up.
The energy costs of underwater are also about 20% more, and the core moho costs around 45% more metal. That seems really odd to me. The difference in metal cost between the Arm ones are negligible.
Underwater fusions also cost a lot more e (around 40%) and 30% more buildtime (Which would, as above, translate to an even larger difference).
Underwater moho makers have about 20% extra buildtime and cost 20% more e.
I suppose the rationalization on underwater resource structures is they are harder to hit- but sea units cant hit land resources very well either, so i dont see why it shouldnt be vice-versa. They can still be bombed- torpedo bombers make mincemeat out of them, so no need to worry about that.
Glad to do any of the scripting to fix any above issues if they are deemed to
be issues.