I think that's true for every fac in lob pot. We're supposed to escalate.
Units are very important early on to deny mexes and keep the enemy honest, but given the number of commanders, raiders are usually not able to do much.
A few skirmishers are nice early on to contest commanders and riots, but at least one if not several people per team build artil as their first unit so owning skirms quickly become a liability (especially against pillager). There is a very tight window for skirms to make cost.
Large shield balls are prone to getting shockly'ed.
Tanks can get trapped by placeholders.
All air is usually quickly denied free reign by static and unit ground to air and can only do dives on the front line.
Spiders either successfully push with spired crab for a quick victory or get tremored.
Even lone striders get widowed.
We're supposed to escalate to artil, clear a path through the front with a nuke and then invade (at the risk of getting counter nuked while in enemy territory).
On very low eco maps, sling spam is pretty good until you face a firewalker. At that point you need to either transition out of cloakie entirely, or you need to add aegis to your comp.
No matter the fac, I find that it's only worth to keep making non-striders past 10 minues is if the attrition is tilting heavily and you can actually keep putting increasing pressure. But if attrition is not constantly growing, making more small units generally results in reclaim on enemy territory and a reversal of territory control.