The main reason for this post, is to see what other people has experienced in the game and think shoulde change for a greater experience, however after getting to the top ladder there are more problems revealing itself to the game than thought out at first.
1# tier 2 units: The tier 2 units are powerfull units that exchange (the price) for better quality and is critical to an army set up.
(downside in the current state of the game 1.2) the tier 2 units are now been used and picked out by the players more than the tier 1 units are and why is that?
simple they are to much of a gamechanger and has such high impact on the lesser units like the tier 1 and small armies.
(what the tier 2 units shoulde be, is been a strategic unit that we invest into in order to gain a favorable result and out-think our opponent with.
Not a tier 2 spam contest with maulers and Athenas that can deal with anything (including heavily defended areas) (what is the point in investing into defences if they cant perform their role at all?) since tier 1 units is not a big threat to them at all and dreadnaught are easily taken down by a number of 6-9 and on small and tiny maps one victory in army to army battles is all you need to win the game.
(due to the fact the number grows to the point where you cant retaliate, how can you fight an tier 2 army that has grown to the point of being a ball of death that wins the game for in a matter of 1 min ?, where is the depth of the strategic layer now ? and our options and choices to deal with it before it gets to that point before the time runs out. ?)
2# what can be done to improve the overall gameplay in general. first make the tier 1 much more usefull and give them a good edge that allows them to compete with tier 2.
(like twice the amount of X% from uppgrades due to the fact its based on their basic start stats.)
the tier 2 units are way to powerfull for their price and production time, what can be done here is to make them cost more and give them a much longer production time between 1 min 2 min (less in spamable numbers and more focused on the strategic role of unit.
(if you are worried let me just say we got engineers to speed the production time if you feel that is needed in some case, they are for that task as well also, can we get a way to reduce micro with lots of engineers and factories when we want fast prodcution an drain that large stockpile of resources.)
3#
This will affect the reason for having the tier 1 units and build them in order to compensate for the lack of quality but faster unit production time and in higher number, the tier 2 units will have a longer production time and cost meaning they will have a higher value on the strategic gameplay and be more of an optional way to deal some damage to the enemys strategy, but it allows for a good variation for the army set up in mixed tiers and the vaule of information and updating it, defences will have a greater role on the map and vaule if there is mistakes made.
different types of strategys can be made by simple changing these aspects and the main reason they wont happen in the current state of the game 1.2 is because there is so little time to react to them and perform them in general and this is showed best by the very fact the small and tiny maps is not a good way to play ashes strategically and thats what this game is about Real time strategy, not action, not min and max, but strategy.
i hope the people that reads this can see a bit logic in it and try to see it not from just one perspective of things but multiplier.
as well try to help the game and set it to the correct path, where the fun lies in competing against each other. 
(as well these are suggestions and are options that may improve an already good game for the rts genre in general)
also plz make, what is suggested here a scenario. to try and find the balanced line in the game. (if possible)