For blizzard a d&d it just seems that when farms are isolated d&d does seem to get them more accurately empirically the difference is super small so it is for units that is what I mean by there is no need to balance blizzard and d&d they are fine.
Now it could be completely wrong and it does not really matter as my point is we don't need to balance what already is fairly balanced.
Transports are max speed there is no stopping them anyways point being you can load a hasted dk in a transport move it to the enemy island and cast d&d as soon as it goes out it cant be stopped. Haste > slow because buffing a unit before a fight is just easier than when its an enemy moving or running at your face. Also haste can be used in multiple ways for speeding up economy (on peons/oil tankers) or allow sappers to run into towers while not getting shot twice etc...
Coil may one shot a mage and most of the time it will leave him very very low life while healing your dk, you need 3 to 4 direct hits with fireballs to kill an enemy mage or dk not even talking about the fact that they are pretty easy to dodge running sideways and it does not heal your mage a bit, there is a reason one spell is used and the other is not. Players are not stupid if fireball was any good it would be used just like skeletons if they did do damage they would be used.
Ideally balance changes would make every units and spell of the tech trees interesting to get and use depending on the situation it is not just about balancing humans vs orcs.
Lust is too strong because it makes trying to do anything else than getting it not worth.
It becomes a no-brainer to get it where it could be a strategical choice to get it over say dks or getting sappers or else earlier in the game. Altar of storm is the number 1 building people go for after reaching fort now if you look at heal/exorcism it is so bad that Chuch is barely ever even built it is not worth spending money on we are talking a building that is even less worth to get than the refinery here.
Lust gives such a power spike that often people will repair the altar with 3 4 peons just to get it like 1 min before the opponent because if you get it that little bit sooner you may win it is such a game changer / breaker.
Plus you don't have to plan when to use it you just re-lust all the time because it is that cheap, this is where balance could really help having more options, allowing counter plays and more of the tech tree to be explored and used effectively in games.
It is not like the game is poor and lacks options or depth when lust is disabled, the game is pretty amazing and balanced otherwise lust just overshadows a lot of its potential.
I have seen games were Braviet played with runes and zeppelins against lust. Man did he won the fights but it is so expensive to keep up in terms of micro management that he got out macro easily. Because the enemy would just mass produce lust and send without looking while Braviet had to always pay attention and plan where and when to put runes out on the map to cripple the lusted enemy army before it arrives if lust was that tiny little more expensive Braviet would have won this game. And I feel he would have deserved it because that strategy could be very worth. It requires far more thinking/planning and execution skills than just rushing lust and sending ogies accross the map.
It if fun to watch and commentate different strategies I would love for these kind of things to happen more often.
Again not saying lust needs to be removed just saying I love lust but I would also love it to be a strategical choice more than a no-brainer.