I think the idea of the cost of the techlab getting reduced when you buy other buildings should be used by players more, instead of going 3-3 (any building + techlab). It's very annoying to fight these 3-3 players. I have 2 suggestions how to discourage people from going 3-3 (or 2-4 or 1-5):
1) Techlab costs 180, but cost gets reduced by the cost of the building that you construct:
When techlab costs 180 and you have baracks, you can lower the cost down to 150. This is 30 more than to this point. It doesn't seem to be much, but getting those 30 more tib might cost some time. This time is very valuable for people who want to close the game ASAP because they are running an aggro deck.
The cost of the techlab will be reduced by the cost of the constructed building instead of just 30 so that the intended purpose of the cost reduction does not change - people should still be able to squeze some tech units in their deck without having to go double harvester. This change was made to compensate for the 30 tib increase of the techlab. Very simple. If you do the math, a techlab with 150 cost and all other buildings with the current system will cost 60, and a techlab with 180 cost and all other buildings with this system will still cost 60.
So basically what I'm trying to do with this change: discourage people from going pure tech, while allowing people to use tech if they have just some tech units in their deck.
2) Rebuilding a harvester costs 10 (OR: Rebuilding the second harvester costs 30)
I really want that this change will be implemented as an experiment. I want to see what a rebuild cost of 10 for harvesters will do to both tech players and also non-tech players. I hope that this change accomplishes the following:
If a player keeps loosing his harvesters because he just can't defend them, he can't get tech out. His mission was to defend the harvesters long enough so that his tech can be deployed. If this mission fails, he should loose the game. Right now this does not always happen, because even loosing 1-3 harvesters does not necessarily mean a defeat for the tech player, which should be the case.
However, this change can affect non-tech players negatively too, since loosing their only harvester is a bigger drawback now. This is why I had another idea to solve the tech-problem:
Rebuilding your first harvester is free. That means if you have 1 harvester on the field and it gets destroyed, it won't cost you anything, even if it gets destroyed multiple times. But if you had 2 harvesters on the field and 1 gets destroyed, you will now have to pay 30 tib. If you had 2 out and both get destroyed, rebuilding the first one is free, but the second one costs 30. This change will directly target the tech players and will hurt them, should they be unable to accomplish their mission - defending their harvesters.
These are the ideas I have. At least one of them should be implemented. Any one of them will greatly help the aggro players to fight tech players, while still giving tech players a chance if they manage to defend their harvesters.