ok since you made one again i go back in spill of it all.
the major problem is how Robot set economy that is rsp (rate per second) very slow for a boom or turtling but i get to that later.
2nd problem is how units is balance they seem be very balance in death match once economy has no effect on the units where there exact time can be used.
But that will the game brakes down in standard mode where all units are based on average rsp value of 12-14 to maintain an army and boom you need 5-6 regular supply pads but one base can only support 7 slots and you can make them heavy which would be 3-4 heavys but that would slow down economy which is major problem if you can find other way around that.
Which would be warthog its average ability strength if you compare it to all other units that is full tech up but it shine in the fact that its only unit that requires 3 supply pads which makes it fastest and strongest unit to maintian. by only having 3 supply pads means that anders never need fortress so cutter ability is a waste. now only have 3 supply pads and unit being constant made that gives you ability to rush and boom or tech at same time. Which screams unbalance
all units are 12-14 rps value as pointed earlier but warthogs is 6.8 rps value this is why they are so deadly because all other units are slave to economy. for example take marines cost 100 and build time 8 secs now if you take away micro marines will win against warthogs as long they all ways fight 3 to 1 ratio but since marines are slave to economy they can't do this. Problem is their rps value is 12. 5 almost double then warthog so you need to add pauses in build time to have money in upgrading and tecking when using marines and that puts their average build time in 15 secs range still faster then warthog build time but if you put them in non micro fight warthogs would win since marines can't fight 1 1/2 against 1 warthog.
All units have to have extended time because of economy that why warthogs is very op. Take anders ability since she her both ability's actually save her time to get the upgrade which can be easy counted if there where more then one option but sadly there isn't.
the way you should counter anders is mix units, say she going for warthogs spam and rush with it. the none aders should skip upgrades since that would slow him down in both tecking and units vs anders so he should grab low tech and go Marine with new blood, + warthog with gunner would be = to warthog with 2nd upgrade. Same thing when anders is getting gauss. should be marines with rocket + warthogs with grandier + cobras no upgrades and they will destroy full spam of micro hogs with guass very easy specially you set up the units correctly.
But this is very hard to do since when you go marines you lost your economy benefit since they are 12.5 so you have slow down a lot which anders would have same pop as you. which will get you killed since the army 1 to 1 which if all units have same rps value 2 to 1 which would be in defenders favor.
Now just to balance this out is take warthog and give it 12.5 rps value which would make it cost 275. you can mess around the time but unit is balance on time it self so if you keep the time equal to every other unit then when economy extend its time on marines it will extend time on warthogs as well which would keep the variable of economy the same.
Now since this happen you will slow down the game since everyone will have to extend there supply pads, now if you dont want that happen then you can do the complete opposite and change the units to warthogs rps value or pic a new rps value and base it on class of units.
Say you pick pop count meaning that if unit is pop one have this rps value or pop 2 count have this rps and so on or tech lvl tech lvl 0 have rps value of this, tech 1 this and so on. which ever bring more of balance which robot should determine.
I think removing all usnc economy bounus would be small possibility since cutters and forge don't really help while anders is beyond helping her, which puts her on cheap field even if warthog is fixed.