I would leave the mech infantry in the soldier line and have XCOM be like the armor>Robot upgrade. It is intended to be a superlate game upgrade for giggles more than a long-term unit I think. Mechanized units are typically infantry that just move a lot faster rather than "fake tanks" and provide some protection and added firepower to the troops. They're fine in the same line. Paratroops is kind of an odd fit there more so, as a special ops unit more than a frontline troop.
There's much to be said for that proposal, but we'd be adding 3 units (2 coming back) and doing a rather complete rebalance in unit values in strength and costs. There might be resistance to that given how long it took to get any kind of consensus on the current setup. Given that there's some obvious problems that have been introduced though (through post-consensus tinkering mostly), maybe a scrap and start over makes more sense. A similar approach to naval units would put a midpoint units between destroyers and frigates/galleons in the same vein as the crossbow-gatling line's big gap.
Yeah, this would defiantly be more of an overhaul than a tweak to the upgrade lines. The big reason I kind of liked changing the mech infantry off soldiers is they look like tanks, but aren't (ie aren't "armor" type) with bonus to armor having no affect against them. Perhaps its just me that finds that weird. But you're right in terms of unit balance, having that super fast unit at the end of the line to counter some of the other stuff that's going on does make sense.
Though the whole splitting things by era is perhaps the wrong way to look at it. For example the same gap exists between the composite bowman and the crossbowman as most of the rest of the ranged upgrade line (3 techs between is actually more common than 2 in most lines).
*: "extra" unit in the line that will upgrade to something further down the line, not necessarily the next thing in line.
M: Bonus vs Mounted
A: Bonus vs Armored
U: Bonus vs Land/Sea Units
C: Bonus vs Cities
D: Bonus vs Dragoon
a: Bonus vs Air
Current layout:
|
A0
|
A1
|
A2
|
C1
|
C2
|
M1
|
M2
|
R1
|
R2
|
I1
|
I2
|
m1
|
m2
|
a1
|
a2
|
i1
|
i2
Ranged
||7/5||11/8|||17/12||
Horse/Armor
|||13/10*|16|||26||32/24D*|40||55||75||105|160
Soldier
|8|||15C|||24C|||35/35|||60/60||85/85
Vanguard
||11M|||18M|||24||32|37||50||85||118
Siege
||||14/9C|||22/15C||33/22C||45/30C|||75/50C
Naval-Melee
|||13U|||21U|||32U|||50U|||85U
Naval-Ranged
||13/10||||21/16|||32/24||43/32C||70/50C||125/95C
Submarines
||||||||||||75/25|||125/40
Bomber
||||||||||||40U||55U|||80U
Fighter
||||||||||||40||55||80
AA Guns
|||||||||||||45a||65a
Carrier
|||||||||||||70
Proposed change (ranged line set as its own instead of merging into soldiers, mid and end game vanguard regain their anti-mobile abilities):
|
A0
|
A1
|
A2
|
C1
|
C2
|
M1
|
M2
|
R1
|
R2
|
I1
|
I2
|
m1
|
m2
|
a1
|
a2
|
i1
|
i2
Ranged
||7/5||11/8|||17/12|||35/35|||60/60||85/85
Horse/Armor
|||13/10*|16|||26||32/24D*|40||55||75||105|160
Soldier
|8|||15C|||24C|||
37
|||
60
|
55
*|85||118
Vanguard
||11M|||18M|||24
M
|||37
M
||
55A
||
75A
Siege
||||14/9C|||22/15C||33/22C||45/30C|||75/50C
Naval-Melee
|||13U|||21U|||32U|||50U|||85U
Naval-Ranged
||13/10||||21/16|||32/24||43/32C||70/50C||125/95C
Submarines
||||||||||||75/25|||125/40
Bomber
||||||||||||40U||55U|||80U
Fighter
||||||||||||40||55||80
AA Guns
|||||||||||||45a||65a
Carrier
|||||||||||||70
Soldier is: Warrior, Swordsman, Longswordsman, Musketman, Rifleman, Infantry, Airborne*, Mechanized Infantry, Xcom Squad
Vanguard is: Spearman, Pikeman, Arquebusier, NewUnit, Anti-tank Gun, Helicopter Gunship
Bold is my proposed changes to unit strength/abilities trying to keep changes at a minimum.
Alternative order for Vanguard could be: Spearman, Pikeman, Lansknecht, Arquebusier, Anti-tank Gun, Helicopter Gunship with a new wealth purchase merc added.