I think this general idea has been added to various balance discussions, but I wanted to bring it to the foreground. I'm sitting here watching some SC:Brood War ASL gameplay, and I'm concerned that the direction the community perceives balance should go is a "nerf the unit to the point where spamming it is ineffective" style. Nerf ASM, nerf Landspeeders, etc. etc. There are other balance complaints regarding the availability of True Damage in T1, but I'm going to propose something new:
Redesign ASM, Redesign Landspeeders, and make True Damage incredibly sparse. If a unit has true damage, it should probably have fairly low DPS. I think Jonah has 30 or so True Damage DPS (though the attack jumps, so I think it's probably higher?), and Dark Reapers have what, 30ish True Damage DPS as well? That's a good amount, since it is applicable on everything. It doesn't specialize, and it therefore takes a hit.
Power Swords are everyone's favorite upgrade to hate, but I think saying "move it to T2 and it's fine" is not actually going to help. Even in T2, even in T3, if you bust out with 4+ ASMs, you can run back and burn down objectives. You can kill vehicles, you can kill infantry, you can kill everything.
Landspeeders are similar. You get a group of them, you put Meltas on them, and they can burst down buildings, and burst down infantry, while being highly mobile and able to skirt all over everywhere.
So here's my point: if a unit is too good at everything, it should be redesigned, not nerfed.
As an example, if a Landspeeder takes a Melta Gun, it could remove the Normal Damage gun. That way, it's either good at normal armor, or good at fighting heavy armor, but never both at once. Instead of Power Swords for ASMs, they could receive a Melta Bomb that stuns vehicles in an AoE. That sort of utility means they could jump in, lock down a group of Kanz/Speeders/Etc., and allow their anti-heavy to move up and do work. However, they can't just burn down objectives/buildings.
With Striking Scorps, I don't know why they'd give the crits True Damage. Could the crits just be normal damage crits to help them against early game infantry?
At the end of the day though, I'm concerned that the community is recommending band aids for a problem that is going to actually require stitches/surgery, and the voracity that these band aids are being demanded could pressure Relic into just attacking symptoms instead of fixing causes.
It's possible band aids could help buy time for a more thorough re-design, but I hope they are analyzing the roles their units are filling and how to ensure each unit fulfills a single role best, which is the only way they are going to actually avoid spam.