I must say I disagree with you in almost every respect.
The thing that, to me, makes Wargame: Red Dragon so much fun is that is the only realistic cold war RTS on the market. The key word there was
realistic.
Wargame is a lot of fun to me, as a military history major in college, because of its realism. I feel like a lot of your suggestions would take away from that, especially when you talk about removing the "worthless" units.
Every unit in wargame - and I mean every, single unit (besides maybe a command helicopter) I have expiremented with at some point. They are all in the game for a reason. Even 10 pt recoilless rifle trucks make a great anti-infantry support vehicle (if used correctly).
You must realize that every unit that was made during world war two, and the cold war, was designed with a specific purpose in mind (even if that purpose were
purposes) and used to that end. For example, you may say that a 15 point unguided anti-air cannon in the Vehicles section is worthless - i would reply saying I use one every game to defend my CV in the callout zone.
Do you see what I mean? Useless to you, maybe. But to other people its the make-and-break. If anything, I would encourage them to add
more units to the game. Or, at least, more variants of existing units.
On your splerge about "elite meta"
7. Elite Meta
Elite meta should not be a thing, something isn't a regular unit if they suck so much they can't hold the line. Elite and Special forces aren't elite or special, because they are all rambos destroying hordes of enemies, but because they can operate without a heavy supply chain behind enemy lines. Please don't make it so 10 commandos kill 4 times their numbers simply because they have "elite" training status.
I should add this to the OP at some point.
You've never played ranked, have you? I use nothing but line and a single card of shock infantry. You send the line infantry in, they die to the enemy shock infantry, but the enemy gets panicked (you usually have fire support vehicles and mortars, unless you really, really,
really suck at this game). When a unit is panicked there accuracy goes down to like 5% or something crazy like that. Then your shock infantry (or your transport vehicles, anything with 2 armor) moves up, and starts gunning down the enemy. To this end your spending half as many points on infantry as your enemy and pushing him back.
To simplify, your infantry is there to die, and your vehicles there to kill. In the cold war era, and in WW2, the name of the game was fire support. If anything, I PRAY this carries over into Steel Division.
take any random RTS. How many explain to you straight-up precisely how unit armor levels affect damage taken? If those are visible, even.
I think you're holding Eugen to an unrealistic standard here.
It's actually like really simple if you try and understand it. A unit's STRENGTH is its health. its ARMOR contradicts incoming fire. Thusly, a tank with 17 front armor and 10 health getting hit by a 19 AP power weapon will take 2 damage. There are a number of "rolls" that go into each shot (critical chance and such) but generally speaking that's how it works. But you also factor in morale damage (a panicked unit can't hit anything, as stated before) and the more damage it takes the quicker it will become stunned.
EDIT: This gets a bit more complicated when you get into Infantry AT weapons v. armor, range, KE projectiles, HE damage, and the such, but as a general rule of thumb you can understand the above and be able to play competitively.