Non-player-controlled units in Nuclear Option are significantly weaker than players. From the least threatening ground vehicle to the most dangerous warship, all are just a trivial obstacle to even a single player in a Cricket.
This negatively impacts the gameplay of both co-op and pvp matches, by reducing the incentive to fly diverse airframes, use diverse weapons, and tactics.
The fact that aircraft are by far the greatest threat in the game biases most players to use A2A centric, multi-role aircraft. Ifrits and Vortexes excel at every role they must fulfill, reducing the need for the other airframes(other than x4 jammer Medusas which help in BVR fights).
Combine this with the fact that attacking ground units in the first place is completely optional, and you get a meta which just has Ifrits slapping each other while trying to nuke airfields, with almost everything else being distractions not worth going for.
The aircraft in our game can carry sensors and weapons of far greater capability and in greater numbers than their real-life, contemporary equivalents can, but our ground and sea vehicles are barely comparable or outright weaker than even contemporary technology.
If they'd be comparable to players in threat level, you'd need to use proper strategy and tactics against them since they themselves are specialized equipment only held back by their lack of speed and kinetic energy (which reduces effective missile range, requiring bigger missiles)
I imagine that the Shard would be closest to player levels of danger (same with a combo of Sentry, Anvil, and BoltStrike)
And all other units would scale around that.
I'm not sure how those units are best buffed, but I can offer some ideas, as questionable as some may be. (dont judge this whole suggestion based just on those, buffing could simply be a fire-rate buff or smth, so upvote if you agree with the message ABOVE this statement, and if you wish, offer your own take and/or constructive criticism)