These assumptions are:
- Cannons are anti-building, missiles/rockets are anti-tank. The fundamental problem with this is that cannons (other than HVC) have very low range, and to take out enemy defenses, you need to get close, at which point rocket/missiles defenses will have destroyed you. I think that we should swap these two, so that cannons are anti-tank, while direct fire rockets/missiles are anti-building. The player in T1 should also start with cannon instead of mg, and cannon bunker instead of mg tower. The early cannon should be so bad against buildings that cannon bunker rush should be pointless (unless you merely target enemy trucks), and cheap flamer cyborgs can remove them easily.
- Tracks are anti-turtle. Currently tracks get huge bonuses against indirect fire weapons. The idea is that they can make their way through enemy mortar/howitzer fire to break a turtler's defenses. The basic problem with this is its glacial speed - by the time the track units get close enough to fire, they will have received so much fire that a true turtler's defenses will have destroyed it, bonuses or no bonuses. This goes especially for the AI, which does not understand how to mass units properly. Instead, I think tracks should be for tanks-vs-tank combat, while hover propulsion should get bonuses against indirect fire weapons.
That said, I would like to add that we played almost as much Supreme Commander as Warzone, and the former crashed more, had worse path-finding, and no better AI. The game still holds up pretty well, if only we can improve the graphics a bit
Edit: Fixed text blooper in italics.


