Like the first Total Annihilation we need them badly as a balancer, whoever builds and can power an advanced satellite shows targets the commanders with a massive aerial, and the game is over.
Or orbital laser. Sadly, those are earned wins. Using radar early game universally in conjunction with pelters or air, is by far a more dire combo.
For Release Neutrino has said they want to try and get 4-6 units per factory for release, although we do currently have some units there is no telling how many will stay as they are once balancing starts, but in the end we don't know what Uber is cooking up yet. Also remember they plan to provide extensive Post-Release Support, new units have been said to be a part of that. Mike
The radar issue isn't a unit diversity problem. Radar tells you exactly where every enemy unit is, and allows long-range guns to always fire effectively. Considering how cheap it is, and what you get for your metal spent, radar is without question the best investment in the entire game. Information, especially actionable targeting information, is more valuable than troops, and I do not say that lightly. Very cheap and common radar jammers would be one approach. But it imposes more resource costs just to effectively remove radar from the equation. It would be simpler just to rework radar so that it isn't so ridiculously powerful an intelligence and targeting tool.
I agree with the OP. I would love to have a vehicle based radar jammer, or even an aircraft radar jammer. It would create a circular fog of war around your advancing army. Very cool! It would also be cool to have mobile radar. If the game gets to the point where it takes a lot more effort to go orbital, land or air based radar would be useful. There is so much potential!
Really, having very few units that don't appear on radar, possibly a few that can detect radar signal origin, might be a good idea at some point. Rework radar is an interesting idea if it was done very specifically.