First of all I played all DoW games, and I'm a big fan of the franchise. Moreover I played DoW 1 + 2 A LOT I mean A LOT in multiplayer, and to be honest it was the only game which I played for so long in multiplayer. I also played all CoH games in multiplayer
Here are things you normally totaly fail in your game designs:
1) Mechanics the players can understand: With retreat, meele, range, cover system, moral, supression this RTS was always more complex than other RTS. And that is a good thing! BUT you have always failed to explain the mechanics in the right way!
1.a) Armor vs. Attack: Make it understandable. I want a clear value of how much damage a unit does against a certain armor type, and for the love of god stop adding 20 different types of armor. Light, Medium, Heavy, Commander and Vehicle is sufficient! In all of your games the players (who really tried to play it professional) are forced to look up the stats on 3rd party websites. This is the most utterly fail in game design. If people are forced to look up something on a 3rd party website (where people started to digg in the game code to find out what is going on) you did something terrible wrong. I don't want such ++heresy redacted++ like in DoW 1 like "Damage 93 - 150" nor no infos at all nor vague infos like in CoH "good vs. Inf." - that's crap. Give us clear numbers like "Bolter: X damage vs light, Y damage vs medium etc.". ALSO give is the miss chance! If I use a rocket launcher vs inf. the miss chance was way up higher, and there is always a miss chance of Bolter vs. Inf. in your games. Give us that information. And surplus the info if the hit chance changes while moving. For example Termagaunts had no higher miss chance while moving but with SM it rised to 50% !
1.b) Conditions: Retreat, supressed, broken Moral are conditions you introduced so far, but missed to explain what their exact effects are. Yes people want to know that they receive +30% melee damage and 30% less range damage while retreating, and yes people want to know that their reload time is +250% while in supression.
1.c) Cover: You decided to simplify the cover system. I don't know if it is good or bad, but please explain us in the game also what this cover also does. How high the effects of cover are, and what they exactly do. Do they lower the hit chance? do they absorb damage? how much damage can they absorb? etc.. It is crucial to tactcis to know these facts.
1.d) Special abilities: Of course you have also to explain how much damage a special ability does, and more over if you have buff or debuff spells how high are they? For example the Pheromone cloud of LA in DoW 2. There was no explanation ingame that the cloud does -25% damage on enemy troops if they are in the cloud while casted. Something like that NEEDS to be explained.
1.e) Stacking and synergy effects: Please tell us if buffs, debuffs can stack and if they also effect an allie. For example Termagaunts crippling shot was stackable at the beginning -x % movement and +y% received range damage (dunno the exact numbers anymore). But of course you missed to explain that.
1.f) That leads to "Ninja changes": Simply JUST DON'T DO NINJA CHANGES WITH PATCHES! DON'T !!!!111111
2)_ Balance_: Jesus christ that was always a big problem of your games. I'm VERY GLAD that you decided to stick with 3 races. Everything above 3 isn't possible to balance anymore. Starcraft (which is told to be the most balanced RTS in the world) has also only 3 races (and it isn't balanced at all), Warcraft 3 also just 3 races. STICK WITH 3 RACES AND SAVE THE BALANCE! If you REALLY need to add something new to get new money, let it be units for the races. These are more easy to balance than a complete new race!
2.a) Same purpose, same effects: In DoW 2 you thought it is a good idea to make a lot of diversification amongst the races. ASM, Raveners, Rangers, storm boys and Jungle guys from Imps were supposed to be dissurpting units, mainly for suppression weapons.
While ASM with 3 members were heavy armor and could jump twice in the the end, Raveners were light armor could only jump 1 had a much smaller jump radius (so small that they need to get into the fire of the suppression weapon to get supressed) and needed a few seconds more for the jump. Stormboys dunno no one played storm boys, but that tells also a lot, but I think they were also able to jump twice! Rangers and jungle guys weren't able to jump.
5 Units with the same purpose but all of them work differently and only the ASM were able to do the jump. Raveners died to quickly and had a too short jump, stormboys too because of light armor, rangers weren't able to tie up the supression weapon into meele and jungle guys weren't also. This was pretty much fucked up! If a unit is supposed to do a certain role, make sure IT IS CAPABLE OF DOING IT!
2.b) Stick with what you were planning: I LOVED DoW 2 because in the beginning it was meant to be balanced for 3v3 ! And also you did your marketing campaigne with that! It was great in the beginning (besides the hilarious bugs and imba ++heresy redacted++ all of the races were capable of like all of Force Commanders weapons have stacked so you 1 hitted a carnifex like One-punch man lol), but then you decided to balance the whole game for 1v1 and the game started to get worse and worse in 3v3.
Eitherway, stick with your plan to balance the game to 1v1 or X v X AND TELL THE PEOPLE. OR!!! Do balance for both types each. It may be a little bit confusing at first, but in the long run it makes sense. Lets just take Banshees for example, fragile but high damage. In 1v1 it is quite easy to balance them, but in Teamgames they get quickly useless because of their low HP (which makes sense in 1v1) they die too quickly because of the higher firepower of opponents who play together. If you rise the HP to make them in team games usable again, they are overpowered in 1v1, and people start to complain.
The only solution (as far as you want to offer both game modes) is, that you split the balance into the game modes. Banshees could have in 1v1 1.000 HP and in team games 1.500 HP.
2.c) NO KILL ANIMATIONS IN MP!!!!!!: The most annoying thing in DoW MP was killing animations. Yes yes I know it looks cool and stuff, but that is a thing for single player. There is a clear reason why "DoW 2 Elite mod" has DISABLED the killing animations! In DOW it was always key to victory to destroy an enemy unit. There is nothing more frustrating than a unit that is stuck into killing animations, while the last member of the enemy unit can escape with 6 HP because of the fricking kill animation. You can do this crap if the last member of the squad is killed in melee, THAN a killing animation is okay. But wait no it isn't . The unit is stuck in the animation and can't participate in the battle for a couple of seconds. So NO KILL ANIMATIONS IN MP PLEASE!
2.d) NO RANDOMNESS! A hit is a hit clear and simple like all RTS are doing it. You can't make a game in MP good for E-Sport if half of the game is pure luck. Miss chances, killing animations etc. are increasing the randomness of the game and are destroying the clear predictment if an attack is reasonable and winable! Randomness has no place in an RTS. That's why Warcraft 3, Starcraft and all the other great RTS/MOBAS that are still played in e-sport don't have such a crap.
3) Pathfinding: The pathfinding especially of vehicles were always horrible in your games! Please fix that.