Basic questions:
Why does this game have 2 (+1 soon) factions?
What is the 'vision' for those factions' identities going into the future?
Why should players want to play one faction over another faction?
How should the factions' identities tend to manifest in game mechanics?
What activities/playstyles should be encouraged by one faction that aren't as encouraged in another faction?
What activities should be encouraged by all factions as a 'common thread' of the game?
To what extent may factions have 'special' units that break with the identity of the faction?
What aspects/relations of the identities of the factions might clash with 'fun' or 'interactability' (thus desiring negative-feedback effects)?
What aspects/relations of the identities of the factions might jive well with 'fun' or 'interactability' (thus desiring positive-feedback effects)?
How should the identities of the factions manifest in their units?
Arguably there's a deeper question here about what the identity of the game is. Discussion around that, I imagine, would be less tangible.
I had my own answers for these questions (heck, those answers are consistent extensions of the 'shallow' descriptions found here: https://www.beyondallreason.info/faq/what-are-the-main-differences-between-armada-and-cortex).
Unfortunately, the upcoming balance changes (which I've played: #1326243940730667160 message) and the nebulous status of Legion made me realize that my answers for these questions are almost certainly not the answers the dev team (or even apparently the majority of the playerbase) would come up with. I would rather not be surprised if the game suddenly becomes unfun for me when it exits alpha, so I'd like to have a better understanding of where it's going.