Yeah, we wanted to make the drafting aspect feel a lot more meaningful with the choices you could make and have them not be obviously too-good or all awful, and just got caught up on implementation. We needed the sim working and every unit visually distinguishable before we could properly tweak and balance them (and fix some simulation bugs like the wall thing), then we were out of time. Lessons learned for next time, for sure!
Thanks for trying it out!