Great concept, mediocre execution
I agree pretty much with Prometheus720, especially concerning the hero upgrades. I played the Tridalian campaign, but after the fourth stage or so gave up on it. The unit balancing is not particularly good, as those damn Spyguns are really better than anything the Tridalians can produce by level 4. Constant teleporting makes them far more mobile and dangerous than the Hoppers, which seem to be their equivalent. Of course, there are some people complaining about the inverse (Tridalian overpowered, plz nerf in favour of Idatu), so it would be splendid for you to look into the balancing issues.
Add that all the Idatu units are capable of air/ground attacks (or at least ground attacks for CAS), whilst the Tridalian 'Calm' unit is only a mediocre air-to-air fighter, and you have some dire imbalances.
As for the hero unit, it started out like a good idea, and that concept appealed to me. I like strategy games in which you can actually lead your army into battle, as opposed to micromanaging them like a group of mindless drones. However, as many people have mentioned, the hero's weapons start out with terrible damage, and improve very little with constant upgrades. The rocket launcher is honestly the most pathetic missile launcher I have seen in any game-- terrible damage, and an uncontrollable seeking function ensures it will target anything but the enemy you want to hit. The AOE weapon (Hadron Cannon, if i recall correctly) is a bit better, but the railgun might as well be a spotting rifle for another weapon with its piss-poor damage and range.
I would kindly suggest that you consider either increasing the damage of some of the hero unit's weapons (and give them a long cooldown/reload), or, better yet, keep or the damage but have them inflict nasty status effects on the enemy (e.g. EMP disabling weapons, slowed movement, etc.), perhaps with a percentage-based chance that could be improved with upgrades in a manner to how the damage is currently augmented.
What was good about this game: the ability to give orders to your units. This could have been better if you could select which units to obey which orders. A 'Hold Position' order apparently applies to just-spawned units as well as those close to the enemy base.
I gave you 5/10 not only due to these flaws (which would not merit lower than a 7/10), but due to your reaction to people politely pointing them out. Making improvements like those many have suggested doesn't take 'years of testing or balancing and a million dollars' (to quote your exact words). Nor did anyone ask for 'more than 100 heroes' or '3d graphics'. (The graphics are splendid as they currently are.)
An attitude like that makes many people reluctant to 'support' your game or even care about any sequel you may produce. But if you do deign to improve upon this, I hope you may take some of the repeated suggestions into account.