Normally I avoid making suggestions, no matter how unbelievably flawless they appear in my mind, but I just have to state this one before things start getting set in stone. Please reduce the amount of energy all construction units use, and increase the amount of energy units and weapons use (if they use any at all right now). I loved being able to take out enemy energy production in TA(especially when it was all clumped together and volatile), then drop the hammer and smash everything as my enemy flounders to mount any defense whatsoever. It was unbelievably funny, and allowed some subversive tactics to conquer, which felt very ARM-like. TL;DR: Reduce nanolathe energy consumption by about 25% and give weapons and some units a power draw.
Reducing fabber energy use also means that they become more efficient at assisting factories. I would support this idea if fabber cost was also increased so that they don't become more effective assisters competing with multiple factories.
As far as I'm aware units do require energy to fire... That's based on the live streams mind as I don't get in until the Beta.... Of course as with TA and Spring killing the energy only effects *SOME* units (e.g. Cans are armed with high energy lasers so stop working, but tanks never needed energy to fire so wouldn't be effected). I'm assuming PA will be working on the same principal?
I don't know if energy costs for weapons have been adjusted or removed; right at the start of alpha artillery and ships used quite a lot of energy per shot, however the last few games I played I didn't notice the same energy stalls when enemy units came in range, so they may have had a lot of adjustment since. The larger units (T2) definitely had quite a large firing cost implemented though (T2 battleships appeared to be 1000 per shot or thereabouts), needing a lot of energy overproduction or storage to buffer properly. If I had a copy of the files here I could check to see if energy costs are in the unit or ammo definition, and if so what they currently are.