Units: The more I have been playing the beta the more I have realized they have lost the balance of units within each faction. What I'm talking about is specifically the anti-type units. To specify i think of the anti-vehicle units, both are infantry units. the problem with this is it does not add variety within the different factions. In the first halo wars cobras and hunters were the anti vehicle units. what was nice about this is that hunters countered cobras and for air wolverines countered vampires. As the units are currently setup it lacks creativity between factions. If you are supposedly adding depth to the game this is for sure taking away from it. my suggestion would be to have a setup something like this:
human: barracks: hellbringers, sniper, put the 3 spartans here (as original game was), heavy infantry unit (possibly odst)
garage: tanks, wolverines, kodiak, warthogs ,anti vehicle unit
air pad: hornets, vultures, nightengale, possibly building killer like a bomber (that is if you dont put one in garage)
covenant (banished): barracks: suicide grunts, elite rangers, hunters, brutes(like the brutes from hw1 with bruteshot) they would be the heavy unit and could attack air
garage: wraith, marauder, locust, possibly 1 more
air pad: banshee, vampire( anti-air from hw1), engineer, blisterback, the support one (forgot the name) from beta
to further explain heavy infantry would be a slower moving unit that has high damage, more health than main infantry, and would be better than main infantry against vehicles, but slightly worse against air. gremlins and elephants should return.
Upgrades: I would say some of the new upgrades you have put in the game have promise but need to be tweaked slightly.
units: I feel that they should keep the main system where each unit has individual upgrades that give them new abilities, more damage and health. it would be cool if you could make y abilities for each unit, although it would not be a big deal if not all had one. i am assuming all units will have upgrades because currently wolverines and kodiaks do not, but i realize this is just a beta. all units need individual upgrades come full game though.
Upgrade all units in a building: I welcome this addition, but i think currently having three levels is overkill. instead of adding depth and creativity all this is really doing is taking a good element and making it dull and repetitive. My suggestion would be to have just one level in all unit buildings, which only upgrades the speed and health of all the units in the building. It would almost be as an adrenaline upgrade (from original) for all unit types. Damage upgrades should only come from the individual unit upgrades. it is important to try and balance this upgrade with individual upgrades so it causes players to upgrade in different orders depending on the in game situation. Again, 3 levels of these upgrades is too much. I feel it should be 1 level, but please no more than 2 levels.
Field armory (special upgrades): to start of with a positive i like the new turret upgrades having an upgrade on building strength as well. again though I feel this should be cut down from 3 upgrades to 2 upgrades (medium and large turrets). reserves needs to be just one upgrade. having more than one just becomes tedious. population on the other hand i could see being useful if it did have two at 2 different tech levels, but again one would also be fine. i would say keep the covey hero in this building as it was in the original game.
commander points: I could be wrong but it feels as though players earn commander points by waiting out time limits. this should be removed if it is the current way of earning them. I would say i do thing the upgrade tree is a neat idea, but it is currently overpowered. this is where it gets difficult to suggest stuff because i feel you should go back to covey leaders and human powers, super units. in my opinion powers such as mac blast and cleansing beam should be support additions in the game rather than attack powers. to simplify I am saying the army you build with units needs to be what dishes out the damage and matters most. powers should only be there to slightly alter the battle. One change I would make is to put the mac blast and all powers like this back in the field armory. upgrading the leader power needs to be a right that is earned, meaning that an enemy player should be allowed to stop you from upgrading your powers. they could do this by destroying the field armory building. what i would say you could do to try and keep this aspect of an upgrade tree is to just have supply by each ability in this tree. it may not be the most unique way to get the upgrades like a commander point was trying to be, but it makes it fair for an RTS game. again all upgrades should be earned rather than just given to players. you could keep heal level 1 and 2, capture points faster 1 and 2, put in a disruption bomb to stop powers again maybe have level 1 and 2 with either different cool down times or larger radius. pelican transport level 1 and 2 (different levels would carry different amounts of units.) going off of this dropships that drop predetermined units could have a place in here because I do think its a cool idea, but it would just have to be balanced and not completely change a battle just by this power. as for the mines i think they should either be removed from the game or they should in some way be a base defense mechanism that you build from a building. For the brute currently the cleansing beam is fine, but the other cleansing beam that has 5 beams and explodes is way too strong and honestly should be removed from the game.
overall suggestions: supply gathering on the map takes way too long. i think the collection time needs to be reduced.