Units and issues that I believe attention is needed:
Costing 2 oil is too much for Laser tank. Laser tank is not powerful as colonial armor, which it sacrifices combat strength for anti-air. Current stat of laser tank looks like it is an alternative to colonial armor that provides anti-air cover, not a more advanced unit.
Kinda odd to see, land and sea units capable of intercepting/anti-air has NO interception range.
Strangely enough, Submersibles costs 2 titanium while its upgrade Phantom Submersibles only costs 1.
Found AI love spamming big gunships in late game, and it's hard to counter with land units. I'd suggest half its bonus vs infantries.
Some sort of anti-air stuff in promotion tree might also help. I have example in my Warfare Expanded mod, might need some tweaks to fit into Alpha Frontier, but might help.
Unit tech and their production building prerequisite issues:
Mechanized facility should be unlocked by Next Gen Armaments but not composite armor since we have missile arty that requires the facility as prerequisite.
Merc office is unlocked mid-game which leaves lots of early game mercs unused. I believe we'll need a lower tier version of merc office for that (preferably as an buildable building as early game income is low)
Units and issues that I believe attention is needed: