My thoughts on spawnables, and how they should be balanced.
I'll just give my rundown on all the spawnables (mainly defensive ones) and how I would balance them.
Disposable spawnables: These two are fairly balanced and (in my opinion) don't really need any changes as whilst they're weak, that's the whole point of them they're the only ones you can place an indefinite amount of times and they can do some decent work, maybe you could buff their health or damage but I wouldn't change them that much unlike many other spawnables.
Gatling spawnables: Really weak, the only use of these is to make drone spammers annoyed so it at least has a use compared to many others which don't have a use (which we'll be getting to those later).
Exploding Spawnables: Now I really shouldn't have grouped these two together as my opinions on them are quiet different, Doom Shroom is fine as hes what hes suppose to be "situational". Explody bot on the other hand does need a 2 second windup, it already has the advantage of not sticking out like a sore thumb in a cavern without light however making it prime in two seconds is a bit too much in my eyes.
Defensive healers: Heal flower is fine, maybe a little bit of a buff to her hps but shes decent for now considering how low spawnables effectiveness are. Speaking of spawnables that barely do anything, dr heals is the 2nd worst defensive spawnable in the game and probably the 2nd or 3rd worst spawnable in the game. It heals for so low that even if you're glued to it, it barely heals you for a decent amount.
Long ranged spawnables: These would be fine if they had their resistance back (and also didn't take too long to refresh), it feels as if both scardey shroom and hide and shoot bot die way too fast just because of how easy it is to kill them even when they're hiding.
Electric spawnables: they're fine, they do a lot considering how low the ship has sunken for spawnables and they're basically the same as in Garden Warfare 2.
Stun spawnables: I feel as if loudmouth takes way too long to deploy compared to goop shroom which does much more.
Armour Breakers: Now fume shroom is fairly bad, however at they very least it has some merit to take over lightning reed. Breaker Bot on the other hand is 100% useless, The destroying armour bit isn't that impressive considering how little there are in the game, and guess what? There is a spawnable that you always have that is always better than breaker bot, so yeah this thing needs a ridiculous buff if it wants to stand up against rocket bot.
Punching spawnables: Last and most certainly least, these are bar none the worst spawnables in the game. Even dr heals does something, however these 2 take up a slot and they have to pretty much kiss the enemies in order to do anything, and even then their damage is about as hard hitting as a pillow.
Now lets move on to the attacking spawnables
Stock Infantry: I mean they aren't good but they aren't bad either, they take an okay amount of hits to kill, they move at an okay pace, and their cooldowns are okay. Maybe they can buff their hp or cooldown, but I wouldn't change them that drastically.
Armoured infantry: Again they're fine, with the amount of time they take to respawn they should be expected to be fairly powerful compared to others, there's only change I'd make to one of them and you could probably guess.
Ranged Infantry & Ranged Armoured: I grouped these two together just because I feel all of them shouldn't exist, they're unfun to play against, and their are barely any uses for them.
Screen door zombie: Takes way too long to regain, I mean 6 minutes for a door? That's fairly odd.
Yeti Imp: The only reason I could think of why this exists, is because they wanted ice in multiplayer however it's just really bad.
Hypno Shroom: Oh hey look, another spawnable that only exists to be annoying, what a running theme. Point is is that I really don't want to acknowledge these spawnables existence at all, which is why I won't make balanced changes for ranged, yeti imp, and hypno shroom.
Dandelion: I almost forgot this existed, and I mean it's not really as intentionally annoying as Ranged, or Hypno shroom so I will acknowledge it in the balance but it would be much more of a redoing of it.
Healing infantry: Aside from Larry being a bit buggy in terms of his A.I and should probably get a buff considering the TTK changes, I'd say they're fine (aside from the fact they take 5 minutes to spawn).
Now let me just run down some changes I made:
Gatling Spawnables: Now have infinite placements.
Explody bot: now takes as long to prime as doom shroom and has an animation for when it's primed and not primed.
Heal flower: Now gives sun faster to make it so it heals 10hps.
Dr heals: Now heals faster to heal 10hps.
Long ranged spawnalbes: Given back 80% damage resist when hiding, now take 3 minutes to recharge as apposed to 4 minutes.
Loudmouth bot: Now takes 3 minutes to recharge as apposed to 4.
Fume shroom: now takes 1 minute to recharge and deals 8 damage per tick as apposed to 6.
Breaker bot: Now has infinite placements and deals 15 damage as apposed to 12 damage.
Punching spawnables: Now have a combo that deals 50 damage per punch and punches two times per prime equating to 100 damage per combo.
Stock infantry: decreased cooldown from 2 minutes to 1:30 minutes.
Outhouse zombie: decreased usage of pistol immensely.
Screen door zombie: decreased cooldown from 6 minutes, to 2:30 minutes.
Dandelion: now deals 75 damage on explosion, unprimes in .75 seconds but now has 10hp and cooldown is raised from 2 minutes, to 5 minutes
Healing infantry: Now take 3 minutes to spawn as apposed to 5 minutes, both of their hps are now 10hps.
Larry (aka: heal weed):Improved ai to make it so he follows you more consistently
Now these are just my thoughts, but I personally think most spawnables need quiet substantial changes. I don't think they should be top priority now but when the game is in a much more tolerable state (Much less op upgrades like hard target or rapid fire, healing on base supports being less annoying, fall off, etc.) I think spawnables could be looked at for balancing.