Bots: Grenadier: these seem to be fairly useless and I have not seen them built in a long time or in any pro games. one of the following should fix this increase projectile speed to make harder to dodge(good for anti dox) increase range to make it more an artillery piece increase aoe to make it more of a support unit that sits behind other units Dox: The amount of space control dox gives players is too good for their cost and build rate, it makes them almost required for every game, they need more negative's to balance them out though I am not sure what that should be. Turrets: Turrets seem to get caught on terrain or attempting to shoot through already dead units/buildings and seem to be ineffective, with units able to just go around they do so until they have a force that can take the turret (thus making them an ineffective way to defend areas of planets), any of the following would make them much better increased damage or range (or both) reduced build times (more would mean more coverage and a easier time defending space) increase range of aa turrets. Shielding: This would be a great return from sup com and would reduce snips (no building from orbit under enemy shields. (ok more of a suggestion but what ever) other "super weapons": radar/satellite that provides full planetary vision. I know many people will disagree with these suggestions I think the point I am trying to make is that I feel some balance should be made and I understand that my suggestions may not be the best.
I think the purpose of the grenadier was to shoot over walls while Dox would be blocked by them. I've noticed, though, that shooting over walls does not seem to be a serious problem for a lot of units (rendering walls largely ineffective anyway) and Dox are fast enough to just go around (and totally surrounding something in walls is rather prohibitive in cost). Basically I think the Grenadier vs Dox balance is off because walls aren't proving to be worthwhile.
I think turrets are simply too weak in most situations so you dont actually need a special unit to get rid of them. So buff turrets and make sure that grenadiers can outrange them.
I think the problem is that they are trying to apply a traditional rts concept (turrets/defense structures) to a non traditional RTS. Turrets work in RTS because there are clearly defined choke points where they can be maximize their effectiveness, even air units in RTS can only go around so much because the map is square. in PA the this can just be avoided, maybe the solution is to treat wall segments as one large building where the whole thing can be built from a single spot (just increase the metal), and have towers be cheaper to build so you can cover more space.
I think the grenadier needs more of its dps pulled into one shot. Give it whatever the ant has, along with less per second than the tank, less range like currently, and no aoe. then it can't micro hit and run, but can pick off isolated structures and even anti armor for dox. tanks won't be UP still cuz their range don't let grenadiers in and out micro, and their armor survives a hit while grenadiers take 2 losses per tank just in their first shot.