Agree with a lot of what you're saying rdytmire, except the WASD camera control stuff. There really aren't many RTS games that use WASD to control the camera, due to the importance of building/control hotkeys. This game seems to use right-click-hold as the primary method of panning the camera, and it seems fine to me along with edge scrolling, zoom-out-zoom-in, or strategic map (space) movement. Nothing crazy different from the likes of SupCom here.
My main (and really only serious) complaint at the moment is unit clarity. Not being able to tell the difference between units without mousing over them is made worse by mousing-over not working when the unit is in an army. I'm sure with experience I'd start to distinguish different units easier, but their differences are definitely too subtle.
Every major successful RTS has placed great emphasis on having each unit being immediately recoognizable. I'm slightly shocked that Frogboy says
Zooming out to a map full of icons where people play the game as icons is not a viable commercial game strategy. So now, we won't be doing that.
while also being seemingly ok with the current unit silhouettes. Guys, I admire your conviction on avoiding the icon-sprawl, but you need to go above and beyond with unit design if you want to make it work. Symbols let the players see at a glance exactly what's going on. Take them away, and the graphics need to convey the same information if you want a successful game.
A particularly painful point is with the current metal/rad extractors. Fucking hell are these hard to see. This is actually the main thing turning me off the game right now - with the effectiveness of raiding extractors (they die easy), it's just a huge pain going around checking they're all intact. I have to mouse over each node to be sure.
Here's a simple idea: add icons to the strategic view at each node to show a)how many of each resources there is, and b)whether they are being extracted. Keep it simple, like having the number of each be greyed if it's not being extracted, coloured/bold if it is. I just want to be able to hit space every now and then and see straight away if I'm missing out on resource income, without having to poke around for ages checking.
It's that stuff that's missing right now. Strategic clarity. And honestly guys, with a game like this that is so heavily focused on macro, these things that seem somewhat overlooked are make-or-break.