When you want to balance sea, then you need a total restart.
There are only 3 facs that can be played on sea maps, thats not alot so, thats why single units have big issues.
Also some units are just like wasted.
In amph fac there are some units that just get never used on total sea maps. (There arent many maps where sea and land arent totay seperated)
For amph the usefull units on sea are: Ducks, Scallops. (Dunks are a bit weaker scallops and scallops are good subs, that also can tank some shots. So get many of them = a good chance to win)
Archer rly never get used. I saw them sometimes on land but not often.
Buoy also never get used, maybe because they dont have any real advantage compared to scallops. (Ok they can hit terraformed urchins but well nothing more)
Grizzly can be used as arty but for some single shots, most of the time it is bether to go for other units like penetrators (bether range) or shielded scallops.
Angler feels like a bad unit because of its reload, i dont use it very often because i have a bether feeling with some razors.
Djinn is just so useless on seamaps, they are very porcy (most of the time) and therefor you cant get it behind the enemy lines what is nearly there only use.
I think the main reason for these units to be useless, or nearly useless is that they dont have real advantages to scallops or ducks, and have to many weaknesses to units that they will face. (Most of the time subs)
Lets look to the hover fac.
Daggers, Claymores, Penetrator and Flail are the main units on total sea map.
Scallpels have low hp so they die fast, and they cant hit subs.
Halbeards can be used, they can pass the defense line and tank some shots, they are doing ok in raiding behind the enemy lines after that. But they never rly break the enemy line.
Mace is a strong unit, but it cant hit subs, so it cant even touch the many forces of your enemy. Also it costs alot and has low hp so it dies fast.
They main issue with the hover fac seems to be that they cant counter subs well expect claymores, but these get countered very easy by static defenses. Ok Penetrator can kill these, but even then the subs can still counter it. 1 or 2 shields make claymores completly useless.
The most used units for the ship fac are Snake, Typhon, Hunter, Serpent, Crusader and Shredder.
Skeeters are good scouts, but they fail to ducks, or any defenses. I think the only thing they can kill are daggers? So for the first 2 mins they are usefull, after that forget it
Enforcer, i saw some people using it, but most of the time people go for Crusaders, which have nearly the same damage/s but higher range. Enforcer does aoe damage but what does it wants to hit with it? 10 Scallops under water? Oh sry it cant hit underwater units.
So ships seems to be the most usefull seafac. (No surprise) But even here we got 2 units that are a bit useless.
While writing this, i think the main problems on sea are a very static gameplay because many units lagg on speed. Or are easy kills for defenses. And there are so many units that just cant be usefull because of subs.
While i was thinking about how some units could be used and they dont look so useless, the only real problem they got is that they cant counter scallops or Serpent or Snake. In total subs.
I was just thinking about that maybe a buff to urchins range and the change that it cant hit units above the water (Hovers/Ships (I know but fuck reality) ) I think that would counter scallops pretty well and make units like Scallops, Hovers or Typhons even more usefull, which are units that need micro and also can counter each other. Even Enforcer would become usefull.
For amphs i would change archer, it is just useles and amph players are always 1 choice down.
Chesti we could may try to work out aome ideas for some other canges. Maybe a total new setup?