Okay, so I didn't have time to read through the ENTIRE 20+ pages but, I'll just throw out some ideas on how to fix Tiberian Dawn.
1. Make SAMs and AGTs able to hit the airstrikes
Before anyone crucifies me, I'll explain the reasoning behind it.
OpenRA was designed as a re-imagining of the original game with newer features.
With that being it's major selling point (I know the things free but, it's a figure of speech), it shouldn't nerf things that actually break the mechanics of the game's campaign.
What I mean by this is, the NOD mission Warthog Hunt, has lost it's purpose.

(I know this is from Sun but, it's just a visual)
One of the objectives of the mission is to "Build 3 SAM" to repel GDI airstrikes.
As far as I've seen for the first month playing Dawn, SAMs and AGTs don't do diddly squat to stop the Warthogs (despite them being a mission requisite).
The core reason for the level existing was to showcase "anti-air capabilities" as one of the game's mechanics.
I know some people might say, "Don't nerf planes by making Surface-to-Air Missiles actually able to shoot Missiles from the Surface to the Air!"
But, what's really the point of even having SAMs if the only things they can shoot down are VTOLs? That would mean there's ZERO ways of defending your base from airstrikes.
I'm not saying make AGTs and SAMs capable of taking out ALL bombing runs but, at the very least, let them have enough strength and projectile speed (specifically for bombing runs and not VTOLs) to deal damage to them. In that same breathe, make the mobile SAMs capable of dealing damage to them as well but, not enough to ground them (unless you have like 3 SAMs firing at it at once).
1.5 NOD Airstrikes
Having not played skirmish on the original game, I don't think NOD ever had air units aside from carrier planes and VTOLs but, with that in mind, I had an idea.
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This one is more of a nit-picky thing because I am THAT GUY that looks at and appreciates every little detail in a C&C game.
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Having played tons of Renegade X, why not use their idea for NOD Airstrikes to distinguish them from the GDI.
For those that haven't played C&C:Renegade X, GDI has their Warthogs but, Nod's is way cooler to look at.
Nod's airstrikes involve using a single plane similar to the ones used for the airstrip except it fires the equivalent of a dozen Artillery rounds down at a targeted area while it circles the location like a buzzard or a vulture!
Is it realistic? Heck if I know but, it looks awesome!
Seeing as I mentioned giving anti-air units and structures more power, there could be traits that make the GDI Warthog different from NOD's Bomber Plane.
The Warthog has both speed as well as the fact that they come in a pack of three.
The Bomber could consist of a single plane but, to make up for it's lack of numbers, it could make up in HP. That way it can circle an area three times while taking tons of fire.
I mean it's kind of a tall order but, then again there's the flight mechanics in Red Alert and Ukraine's Bombing Run ability. Could just mush those two together.
2. Add a "classic" build range option
Everyone knows how the old C&C games had a certain range of where buildings could be placed based on where others were. Maybe make that old mechanic available as an option for Campaign and Skirmish options.
3. Fix the current building range
Right now, I feel like "the circle"s construction area gets really vague once you reach the edges. When you get there, you start to hit a bunch of "cannot build here"s before you even touch the lining.
At the same time, I think buildings place near the borders of the build area should have a smaller build circle to place defenses (kind of like how they had it in Tiberium Wars).
The only reason I suggest this is because there's situations where you just have to make due with what space you have and if you capture a building that's in the middle of nowhere, then you have to send out half an army to watch the darn thing.
4. Crush-able Vehicles
One thing I remember from the old TD was that Medium and Mammoth tanks (not Lights) COULD in fact run over stuff like Bikes and Buggies. I've only seen it happen once or twice and I'm not sure why the feature wasn't brought back in later games (aside from maybe the Battle Fortress in Yuri's Revenge).
To balance out this feature, give light vehicles a "keep away" mechanic for when they engage tanks. That way, they instinctively try to stay at least one "square" away from tanks that could potential crush them while they fire at them.
5. Make Flame-based units immune to fire
I'm not sure if this actually was implemented or not but, it's the main reason why I never build Flamethrowers or Flame Tanks.
I know Flame Tanks can sometimes (often times) accidentally hit friendly Flame Tanks and cause damage. I don't know if this also applies for Flamethrowers.
6. Nuke/Ion + Airstrike = Cheesy MCV Destruction
The super-weapon/airstrike combo should NOT be able to 1HK Construction Yards.
Being guilty of doing that multiple times in single player skirmishes, I shouldn't be able to do that.
It's cheap.
This is kind of a continuation of my first point but, it's still an issue.
7. Commando Range
I always thought the Commando didn't have enough range. I'm not too sure if anyone else agrees with me but, that's what I think.
8. Increase the Cursor Detection with Units
My biggest pet peeve with the game right now is the fact that you can easily miss clicking an enemy for your units to attack and end up having your units killed because they all decided to walking up to the enemy was a rational order.
My theory is that the in-game cursor is too small because I've never seen this happen in any other C&C game until OpenRA.
9. AI Infantry Walking in Tiberium
I'm absolutely positive that enemy Infantry pretend Tiberium doesn't exist. I don't understand why though because, I know the pathfinding for player-owned infantry makes an actual effort to avoid walking into it.
10. APCs too weak
I don't even bother building them (even if they do shoot down aircraft) because the APCs are too weak to even defend themselves against infantry. What damage they do inflict doesn't seem like enough of an incentive to actually build them.
So far these are the only balancing (and general thoughts) feedback I have so far. I'll probably come up with more stuff eventually.