This is not UNSC feedback as much as suggestions based on the whole beta but I'm not sure where else I should post it so...
Here are my thoughts until now.
While the game is fun I'm still disappointed that CA choose to follow HW's original gameplay formula instead of an actual RTS (This could have been World in Conflict: Spartan Assault!), i think that there are many ways to introduce a deeper layer of strategy into this game without changing any major mechanics.
So here they are:
1-Make counter units more effective (much more effective)
Currently counter units aren't really that effective, a Wolverine can maybe take one or two banshees head on, but when any more of them are present the wolverine will get killed before it can really do any actual damage to the enemy, that only encourages spamming and not Rock-Paper-Scissors gameplay.
Counter units (by that i mean specialized ones like the Wolverine) should be much more effective, a Wolverine should be able to engage five or more enemy units and take three or four of the out before getting destroyed, same thing for hellbringers or hunters against warthogs, at the same time those units should be made weaker against enemy types that differ from their specialty, this should ideally be made by drastically decreasing a units TTK when facing against its counter while at the same time making counters more fragile against other units, this concept of "Hard Counter" works pretty well in other games like RUSE or Wargame and should incentivize a deeper amount of strategic consideration when determining unit composition.
2-Make artillery more powerful (but also more fragile)
The introduction of long range artillery into HW2 was a big step forward, however there is still room for improvement, having stronger and slightly longer range artillery units (that could also be especially strong against infantry in order to discourage spamming) that are also faster to kill in a direct fight should introduce a whole new dimension of artillery-counter artillery into the game, having long range support should drastically affect the direction of a battle, at the same time if one or two hornets or other units happen upon your artillery position they should be able to quickly dispatch it without any major effort, this way you'll need to constantly maneuver your artillery and hunter killer squads isolated from the main battle in order to outsmart your opponent.
If possible artillery units should also receive a direct counter-artillery ability akin to company of heroes' passive abilities, this way you can make this subgame even more dynamic.
3-Increase build and movement speed.
This one is pretty self explanatory, the reason why will become clearer later.
4-Make infantry (and units in general, but especially infantry) die faster.
There are multiple benefits to this, first you discourage spamming (a huge problem in the first Halo Wars), secondly you make your battles more dynamic, and thirdly, well it'll become clear later.
5-Increase the difference in weapons range.
Another way to encourage strategic thinking (positioning in specific) is to increase the variation in weapon ranges, in my mind (my mind kind of sucks so replace it with whatever you want) infantry should be close range (though not CQC), vehicles should be mid range and support (like snipers, anti-air and healer units) should be long range/stay in the back with air units just cruising around like drunk moas, not only does it make positioning important but it introduces the opportunity of flanking your enemies (going around with your vehicles or infantry to hit the enemy where they're weaker/where their support is)
6-Make commander powers more powerful (and expensive)
The use of abilities should be an important decision that could influence the battle if used correctly or greatly hinder you if misused (Atriox's ultimate plasma strike does it well, either you get it right and take out a bunch of units or miss and get wrecked), again this encourages more thinking on the players side.
7-Make a few units very hard to kill
While tanky units seem to go against everything I've said before they could provide an interesting way to manipulate a match's pace, making a few (expensive) units take a while to kill could be used to center battles in certain locations, if you have a few scorpions escorted by a multitude of other units that take a while to kill engage in a firefight against enemy wraiths could create a persistent fight that focuses the players attention, how so?
If the scorpions and wraiths (or other units, I'm not sure which units would be best here) remain fighting while the units around them get destroyed and replaced they can make a battle last longer and become more strategically important to the players, this way you can make the battle revolve around those long lasting units as counter units are made and sent to the fight only to be countered themselves and a few stragglers go around the map hunting artillery and trying to outflank the enemy, those battles would be decided by the player's ability to predict their opponents next move and utilize their commanders abilities to their advantage (also artillery, glorious artillery)
Oh, and off course...
8-Increase the number of units
Seriously, I'm pretty sure that units only cost as much as they do because it's a beta and you want to know what the Xbox can handle, but come on, if any units have to cost more than one pop then marines and other basic units should only cost one while the most powerful units should cost four points maximum.