Yeah, immobile domain has been with us since vanilla.
So um... basically that's the whole goal of the combat mod is to fully audit, flesh out and improve units and promotions. This includes reviewing and aligning upgrade chains and so on. It's the getting ready for 'improvements' to come along in these reviews that has been taking so long to setup.
We're working on fleshing out CC definitions right now and that is going to be hugely helpful at aiding us in identifying unit types and chains and finding where they fail/have gaps/are out of balance in their progression, comparisons to each other, and in comparison to other units of their comparable eras.
See.. EACH of these tons of CCs that are being plotted out on units right NOW are going to enable those units to be easily evaluated as a group. Those definitions create numerous dimensions of cross referencing that will make the process of aligning, diversifying and improving unit abilities quite easily done while keeping all in balance.
So yes... I agree with your original premise of the need here - that's WHY the combat mod is such a priority project for me and has taken the center stage for my development efforts. If you want to hire someone... pay me so I can quit my job

Lol... no don't even consider it cuz the rest of the team would get jealous and I'd be banned from the forum

! I'm just sayin'... that's what my whole focus is about is fixing the issues you pointed out here. And along the way I'm hoping to deepen and enrich the combat mechanism to a degree I hope will amaze.
At some point, I'll start inviting more discussions on direct issues such as I did with First Strike and what it means. But it takes a while to 'frame a structure' and that's what's taking place now with the Combat Class planning.