Can we talk about the Pteranodon... Something about this unit needs to be changed. The fact that this unit can get to a critical mass that's almost impossible to beat and pretty much shred anything on the ground including anti air vehicles, infantry (to a decent effect) AND structures, is a bit absurd. Although what really makes this unit horrifying is it's mobility! A group of them can poke at your base where you army isn't guarding, if you DO have a force that can take the Pteranodons down, ie. Gehenna Platforms or mass anti air infantry, by the time you get to their position, the Pteranodons fly away.
Suggested changes to Pteranodon:
-They should do pretty much no damage to infantry, even in great mass.
-Can't target structures (If a Coronia want's to do base harassment, they should work a bit harder and be forced to bring slow, fragile Quetzals!)
-A bit less Hp
This way, the unit maintains what makes it a fun unit to use. Alternatively, I wouldn't be appose to making it much slower and much more fragile, while keeping it's damage output toward vehicles, infantry and structures as is.
Also I think the Foehn Signal Inhibitor should be removed. It's a defense building that encourages campy play, plain and simple. Part of Super Weapons' appeal is making it so you can break defensive players lines. I MIGHT understand the idea of foehn not having a super weapon in exchange for being able to build inhibitors, but even then, it would just encourage Foehn to camp.
Keep in mind building signal inhibitors is extremely costly and power intensive. IIRC one signal inhibitor is barely enough to cover all of your important tech structures. A superweapon could damage it along the rim of the SJ's range. You would probably need 2 for full coverage.
Building SJ also forces you into a specific base layout that's terrible against superweapons, because important tech structures are bundled together.
Have you tried spies or using siege aircraft like Basilisk to knockout power, then using superweapon to kill all their tech?