I love this project and the professionality of it! I think it's a shame that it's not very popular, but however very well received though.
Anyway, I was brainstorming a little about the multiplayer aspect and was thinking how it's handled right now. I figure the position of units is not sent over the network, but their targetlocation / destinations are. This would take up the least bandwidth I think.
Another thing I'm wondering is wheter clustering your units would reduce bandwidth usage.
Where am I going with this? I'm thinking OpenRA MMO would be an awesome idea

320x240 (not screen resolution, just a number) units max per screen, x y position in 64 bits each per ~3 seconds = 3 Mbit/s. When moving the screen 320 units per 1/3 sec need to be loaded, so 320*3 x y = 120 Kbit/s.
Seems quite reasonable right?
One bottleneck would be the huge server usage though...
On the other side, you could create a massive map with perlin noise, which is not very heavy in RTS usage. Also buildings could be built with a Minecraft-idea, making chunks of the tilemap and this way reducing storesize (for the server and the client).
I hope I'm not offending anyone with my crazy ideas, but I just love crazy ideas

Any thoughts on this would be cool

Greetings,
Kajos