It's been quite a long time that this game has been in development but we still have no match filters. When are we going to get the largest feature that every other RTS out there has (match filters) ? Being able to disable certain units and experiment is one of the core enjoyments of an RTS game, and I am very surprised this has not already been implemented given how easy it is.
I will second this particular request, I have been playing the gamma again and it always seems like at the 30 minute mark the AI goes nuclear, while that's to be expected its somewhat boring, no epic battles no interesting strategy, just blow everything up and it finds things so damn quick that my only option is to waste a bunch of time building Anti Nuke, which is OK but I would rather just kill nuclear, sure its fun, once... After that its just a thing that myself and the other people I play with outgrew long ago. First thing we do when setting SC game up is kill off nuclear and game ender weapons. Lots of fun to play a truly strategic game, granted it takes a while, but that is part of the fun.
Pretty hard to balance the game if the community starts turning bits of it off. P.S. Ease of implementation, which I'd question your credentials to assess, has little to do with the order something gets in-game.
You could argue that having a unit/handicap etc filter in any RTS is detrimental to the concept and "balance" of the game. The honest truth is some people want to challenge their self, or make things easier in a specific way and this can be done by introducing a filter. In the end a game is here for the purpose of our enjoyment, and RTS are in a unique position to allow a lot of flexibility easily in the form of unit filters. As for the implementation, it'd be pretty hard to make the game in such a way that adding a unit filter would be difficult. On the note of "ease of implementation is not related to implementation order", I'd be very concerned if any developer actually followed this. How hard something is to implement is almost always top priority, I just think you are taking my words out of context. What I mean by ease is that it can be introduced fairly quickly and because of that it does not necessarily intrude on longer term development on difficult to implement features. If a developer really did throw caution to the wind and try to implement something radically difficult first, that will effectively reduce their time to dedicate to easier features. Usually non essential (non engine based) difficult features would come after all the core gameplay has been hashed out, or at least enough for it to be built on. To do otherwise would be like trying to create a giant monument bigger than any other before you even start building the city it's suppose to commemorate lol.
Firstly, look to my sig, that Neutrino so serendipitously supplied not long after my earlier post. Next; Dependency > Priority > Level of effort. That's how pretty much how you decide what order to do anything. It's cliche but you need to lay foundations before you put up walls and a roof, no matter how important and/or easy those walls/roof are, given the game itself is immature and the current UI practically newborn your unit filters are like loft insulation in this metaphor not to mention the workers are all busy elsewhere...