Yeah, turns out the Acid projectiles of the worms/biters and the 'per tick' damage they do is extremely overpowered, and like Klonan had to do in his "Total Automization" RTS mod, I will be disabling the on-tick damage to help balance out the droids vs the biters.
I have lots of planned improvements for Robot Army, including better integration with Klonan's Unit Control mod, but the assemblers will just act as chests now and spawn whatever is the first available droid in the chest rather than changing recipes or whatever. Means I can remove the "dummy" unit items which I was using to trigger spawns with before.
I will let the Unit Control mod handle patrolling and selection of units, and I will be removing the guard station.
The droid assemblers will spawn and control only one squad, of controllable size, hunt radius, and if they hunt or defend (with adjustable defend radius).
The droid settings module can be linked to a single droid assembler to set all these options on a per-assembler basis.
The 'unit group' API usage will be completely gutted and removed, and squads will now just be clusters of single units controlled and managed directly by the mod. This actually makes things a lot cleaner, there was a lot of back end code just to maintain the stupid unit groups which would break up all the time.
By commanding units individually (but clustered into squads, for each assembler) this actually makes the flying units work properly - they can path over water and walls etc and not be so shit ;)