DISCLAIMER1: Stated up-front for the devs, I do not advocate the following capabilities for the current version of Sins. I advocate this capability for either a NEW EXPANSION, or a NEW VERSION of the game.
DISCLAIMER2: If this has already been proposed (I haven't seen it, but I haven't been on these forums in a long time), please kindly ignore this post.
Most everyone agrees the devs made a great game. Unfortunately, the devs lacked the "traditional resources" (time, manpower, money, etc) needed to fine-balance the game for online multiplayer. This isn't a knock to them - they did the best they could do with what resources they had available.
But if "traditional resources" are lacking in the balancing of the game... what about "non-traditional resources?" What if the software sent information to the devs following each game on a myriad of statistics which could then be used to balance the game? The statistics should be COMPREHENSIVE, and include data such as which races were involved in the conflict, which races won/lost, numbers and types of units "spammed," various "macro" data such as economic and technology levels achieved, and importantly, "micro" data regarding individual unit-to-unit conflicts and outcomes.
It gets better than that. What if this data could be published for the community to download, look at, and analyse? This would allow the ingenious idea of the devs getting the community to do a large portion of work for them FOR FREE. Mathematically-inclined community members could post the results of their analysis of the data, and arguments as to why this or that should be nerfed or buffed, why this or that is UP/OP, etc. Other members could look at those arguments and data, run their own analysis, and post their retorts which might agree with another player's analysis, or which might in fact DEBUNK another player's analysis.
At the end of the day, a community consensus could be reached. This consensus, along with analysis, plus dissents and associated dissenting analysis, could be posted on a special place on the forums. The devs could look at this analysis before publishing patches, and if they agreed with the analysis they could make adjustments before putting a patch out there. If they disagreed with the analysis they might want to publish why, which would help the community "go back to the drawing board" (if necessary) and correct flaws in their analysis. Of course, the devs could also be doing their own "in-house analysis" to whatever extend their time and priorities allow.
Community members involved in analysis might even realize that additional data that isn't currently collected would be helpful for balancing if it was collected, and make a suggestion that a future patch include sending and collecting data on "X."
A separate but related idea - borrowing from Starcraft 2, the devs might even consider having a "sandbox mode" to play around in to test upcoming patches (what SC2 calls "PTRS" or "public test regions," I believe). This would allow for the nipping of certain debacles "in the bud" so to speak (Skirantra scramble bombers, etc).
This would be a far superior tool to sitting around discussing balancing issues ad nauseum for years, hoping that some ideas make it into some future patch and thus move the game towards a more balanced state in an ad hoc fashion. This idea would allow the devs to leverage cpu cycles and mathematics to balance the game (something we collectively have almost an infinite amount of), and also leverage man-hours of members of the community who will "work for free," in lieu of brute force developer manpower and associated money/time. Additionally, being a software developer myself allows me to state with some confidence that this type of capability would be relatively cheap to implement in terms of coding effort and time as compared with other aspects of game development (graphics, AI, game engine, etc).
Again, I do not advocate this capability for the current version of Sins. I advocate this capability for either a NEW EXPANSION, or a NEW VERSION of the game.