At this moment, the AI is only interested to morph units when the unit it's morphing to has a better attack. Due to this, things like upgradable buildings or summoners / builders which can ascend and offer new units are difficult to add, because they're not fully understood by the AI. Please extend the understanding of the CPU on unit morphing to encompass buildings builders and summoners, not just warriors.
For example, you cannot make a faction where the Blacksmith you build offers a set of upgrades, but can be morphed into an Advanced Blacksmith which offers new upgrades. The AI never morphs to the Advanced Blacksmith because it doesn't attack, which is currently its only criteria for morphing, so it doesn't care about the upgrades it has to offer. The only workaround is to give the Advanced Blacksmith an attack... which tricks the AI into morphing to it eventually, though it's only for the attack as far as its concerned. Enemies & Allies is a popular tech tree which uses building upgrading, and where the AI never upgrades anything due to this... I also plan on using the feature in most tech trees I will make.
The only thing that probably needs changing is having the CPU also scan for buildings, unit production and upgrades when deciding whether to morph something, apart from only the new unit's attack. It already does this when it decides what workers or buildings to produce, so maybe the same code can simply be piped into morphing. I hope someone can look into this... the current AI's understanding of morphing is very limited and causes factions to require workarounds such as fake attack skills for some unit upgrades.