Just became a founder last night. So far I've played the tutorial and three Skirmish matches on the three maps (Easy, Medium, and Hard respectively). Some of my feedback will echo what others have said on these forums, so I know you've already thought about some or all of this.
When I first played, I was having trouble controlling my units, base-building, and using the Servo powers. I have past RTS experience, but literally no MOBA experience, so the Servo powers were the biggest adjustment. But thanks to the hotkeys, and me dedicating time to force myself to use them, it's really starting to get easier. I crushed the AI in all three skirmishes. There are still a few instances where hotkeys are not quite there yet:
1. I have to click factories to queue new drones
2. I have to click the armory to queue upgrades
3. When I use the 'z' hotkey, it does not select all units. It seems to leave some out, as if there is a selection cap. I have to direct those units left out separately.
With respect to #3, I'm wondering if the play style I've used so far is conflicting with game design. Do you want us to have multiple dozens of drones, or do you want us to be applying constant pressure with drones and Servos so that there really aren't all that many drones at one time?
Now I used the strip-mine my enemy's Bloom strategy to essentially cripple the AI. They didn't seem to be using that tactic against me. It is definitely overpowered without cast time and cooldowns. I'm also worried that it might be game-breaking. Typically RTS games are supposed to ramp up in scale, but with strip mining there is a high risk that games will start to scale down in the middle game as players are getting less Bloom coming in. Don't get me wrong, I actually love the idea of destroying resources as a strategy mechanism.
I'd definitely like the ability to queue unit movement waypoints, because sometimes the best path between my factories and the battle front is the long way around Bloom monsters.
If possible, I'd like to zoom out a little more. Mostly I would use this to figure out where to place new buildings, since it's a little hard to understand the map context with the max zoom out so low.
The reward for skirmishes was some XP and some credits. I'll get to the XP next, but as for credits, it seems anti-climactic. It looks like I have to win a bunch of games in order to buy gear. I don't necessarily care if loot drops as a skirmish reward, but it would be nice to be able to upgrade a piece after every skirmish or two. That's currently not possible.
As for XP, I see that at 180 XP I'm level 1. I have no feedback for when I'll be reaching level 2. I also have no indication of what level 2 opens up gameplay-wise. Does that just open up access to the next tier of gear, because that would concern me. Even in gear-grind RPGs like WoW, leveling means you fight with and against increasingly interesting abilities and battle mechanics. What exactly is the vision for progression beyond increasing gear stats?
Lastly, I want to say I think you have a great foundation for a potentially great game. I don't like MOBAs, and this is clearly MOBA inspired, so I won't say this game is right up my alley. But it should be fun and worth some playtime, so I look forward to the game's progress.