And yet, if it’s so imbalanced then why do we almost never see it at high level play?
The answer is because it’s not good outside of extremely specific situations - either in critical mass - which is incredibly expensive, absurdly time consuming and very, very hard to do without simply dying - or with incremental value through keeping it alive over a long period of time in order to justify the cost of making it.
And even in both of those situations, there are still effective counters to both - the latter in particular means that, since you’re effectively opening with BCs you’re sacrificing significant amounts of money, production, time and also making yourself vulnerable to specific attack timings that are easily capitalized upon if it’s scouted.
I can get behind Tac jump being an upgrade (again, map-folding is un-fun), but it already is one of the slowest building units in the game, taking a full 64 seconds of build time.
For comparison the Mothership takes 89 seconds without chrono - with consistent chronoboost it’s ~60 seconds. Carriers take ~43 seconds with chronoboost and are the same as BCs without chronoboost, and the Broodlord takes 53 seconds (including the build time of the corruptor).
And unlike all the above, the battlecruiser also requires a 100 second research time to fully unlock it’s strength, while also being more expensive than each of the above units. Oh, and it also has a shorter attack range than each of the units above too (yes, even the Mothership).