I finally watched the video about your "balance mod." It seems like the entire mod is built around the final battle. Almost all the changes are only to creature upgrades. The entire conversation revolves only around player skirmishes, with one exception when they talked about the Daughters of the Sky. In my opinion, the game consists of more factors than just the final battle. That's what HotA and WoG are for. Very little was said about battles with neutral creatures, and they are a major component leading up to the final battle. Even weakening or strengthening common gargoyles will have a significant impact, for example, in clearing out a gargoyle lair. And the same goes for all other creatures. In my opinion, this was practically not taken into account, which I don't understand. Although, I may be wrong. But in a 4-hour video, there really wasn't much said about this.
If you build the game around "mob grinding," you'll end up with nothing but logistics and engineer builds, which is what currently prevails in the Test Environment. There's no diversity in tactics, builds, or micro-management of upgrades; it's just go for ranged units and win. This is a flawed and boring gameplay that we wouldn't want to end up with, as we don't want to lose the audience that is interested in more than just "mob grinding."