Mules, Scans and supply drop should all cost resources

Unit spells make most other mechanics redundant, as these are usually tied to things like rapidfire, they tend to give much more power per ability compared to an autocast support skills. Mine shooting a rocket spell …

The game, what it needs is a clear cut counter system. Most units are too generalist and this devolves the game by a lot. Spell damage also ignores armor, so it is also something rather broken. I think I did play some mods here and there and found that a single attack can be given multiple attributes. (I think)

SC 2 currently, roughly has 4 armor types.

Light, (unnamed), armored and massive. I will leave out mech/bio out for now.

Give each unit, building just 1 of these.

then like in BW, either give a universal damage, or damage that counters something better.

(antimassive)
10x vs massive (100%)
7x vs armored (70%)
4x vs (unnamed) (40%)
2x vs light (20%)

(antilight)
2x vs massive (20%)
4x vs armored (40%)
7x vs ‘unnamed’ (70%)
10x vs light (100%)

anti-armor

7x vs massive (70%)
10x vs armored (100%)
7x vs unnamed (70%)
4x vs light (40%)

anti - unnamed (medium armor)

3x vs massive (30%)
5x vs armored (50%)
10x vs unnamed (100%)
7x vs light(70%)

These numbers are just orientational, but without a damage/armor system, the game is too simplistic in combat mechanics.