As nice as it would be to focus on solid infantry and resist the temptation to go all super-weapon, we are severely lacking in combined arms and need to address it with haste. We have no siege units, if we encounter a fortress all we can do is attempt to mob them with overwhelming force, which will likely grow more difficult as more fronts open up. A siege-based national effort that could be moved to fortress fronts for free would be nice, but at present we have nothing.
We have no standard ranged units. Our national effort is good, but elsewhere we are stuck with nothing. If they can hold our infantry, then we are basically forced to engage on their terms. They are only a little ways off from getting phalanxes, those could be some serious bad-news for ever seeing an enemy ranged-unit die again.
We have little in the way of concentrated force. Soldiers are good, but slow, they can be avoided somewhat. If the enemy has something that can devastate our forces if left unchecked, or can wade through seas of workers with no chance of harm, then we can't really do anything to promptly, or ever, stop them. Something that can quickly apply overwhelming force to a small area could be very important.
We have no breakthrough force and our harassment is weak. Normally, cavalry would be able to take a weakness in the enemy lines and turn it into a divided force, and can take a fleeing army and turn it into a dead army. Hunters are good at the latter but pretty useless at the former. now, this is not really demonstrated in the current simulation, but it could become a thing, and we are woefully ill-prepared to exploit it.
I don't think that we need three different types of spearmen, but something that can prioritise high-vale targets and something that can break walls would be very useful additions. And we do need a way to cross oceans without dying. And sinking boats would be super-wonderful too... I really think that we need about three more unit types before we can start worrying about much more efficiency upgrades.
Queens are a bottleneck. I really don't understand the interest in different digestive systems. They need to pump out massive volumes of babies and that means vast amounts of energy in a very small amount of time. New digestive systems would be nice, but the queens seem like a terrible place to put it, and a terrible place to make potentially risky developments on the efficiency front. the metamorphosis thing is fun, we could do a lot with that in general, being buggy, but it seems unnecessary. there is, presumably, a way to get the queen to hatch on-site, or something... given that it wasn't mentioned... I am not against it, but it seems like a lot of effort for something that won't come up much.
Obviously my queen is the best, aside from the name, I may have to steal Sylvia, it is clever, maybe try a Russian version? How would one apply Russian feminine naming conventions to Sylvia... "daughter of forest" has a nice ring to it... But mostly mine is set up to do the whole "Robin Hood" thing while working on the environmental bit that could be a huge problem if the enemy finds a way to exploit it. It would be nice to make the forest queens super-breeders instead of guerrilla fighters, but they have serious food-supply quandaries as it is and we likely don't want to heavily fortify every forest. If we can multiply the forest-bonus then that could go a long way towards giving us a stable bonus to production with minimal maintenance.
Oh, also, I am hoping that we could mount a Vespa head onto a soldier to make a siege unit as a revision...
Queen Design:
"Anatress": (1) Shadowclaw
"Novico": (2) Flazeo25, Crazyabe
"Forest Princess" N.S.C.: (1) RAM
"Silvia": (1) 10ebbor10
"Lamana": ()
Designs:
Bombardier: (1) Shadowclaw
Revencher: (2) Flazeo25, Crazyabe
Vespa: (1) RAM
No Design : (1) 10ebbor10