Here is a collection of my ideas. All examples are from the Roman faction. Units refer to Buildings and Soldiers. That's really it.
Key Bindings for Army, Buildings, and Research to be produced.
Have each unit be bounded to a key. I'm thinking of an unorthodox method.
First, select a unit that can produce Army, Buildings, or Research.
Use the following key binding to select units. I will use the Training Field as an example.
zxc for the first three units. ex: Spearman(z), Archer(x), Guard(c)
Shift + ZXC for the second three units. ex: Swordsman(Z), Improved Training Field(X)
If MG adds a production tab that includes more than 6 units, then I suggest: Ctrl + ZXC for the last three units.
This applies to any unit that can produce/research/build.
Uniform Select for a Type of Building.
Have multiple buildings of the same type be selected and able to be put under a single hotkey. 10 Training Fields under 1 Hotkeys rather than 10 Training Fields over 10 Hotkeys.
This will allow us to produce armies much faster and also allows us to organize units much easier.
Infinite Resource Production Facilities
Expensive/Time Consuming buildings that produces resources very slowly.
Mineral Mine - A building that produces Stone and Gold. It requires workers to be operated and can hold twenty workers. Each worker produces 1 gold + 1 stone per second. Workers ---> Miners
Market - A building that produces Wood. It requires workers to be operated and can hold fifteen workers. Each worker produces 1 wood per second.
Workers --> Merchants
All buildings lose their tech requirements, except for defensive buildings, since none of the later tiers units are over powered. In addition, there is no point to restricting players from choosing their preferred tech path.
All workers should be able to equip weapons and fight back. Perhaps some factions require research to become a militia. Furthermore, militia strength between factions should vary depending on how weak they are early game. Ex: A worker converts to a militia in 10 seconds. It gains 100 health, 10 armor, and 100 damage. It costs 10 seconds to return the militia to a worker. This allows workers to defend against early rushes.