For the abuse solution I thought of a few (I'm inexperienced in modding so bare with me):
A. It would have been just perfect to work with enemy only, like with capturing by engineers. This also handles a specific abuse -- allies "borrowing" each others' technology.
B. If it's impossible, then maybe a tech level requirement per unit, so that it's buildable only if the player has a tech building (battle lab), no matter of which side. I think it's fair enough.
C. After all, selling the tech center is not a problem; the rev. eng. facility _is_ a technology canter; the problem arises when you sell _both_ battle lab and rev. eng.
D. Couldn't the rev. eng. facility made like an add-on pad to an existing war factory for units and to a barrack for infantry? Or to a battle lab.
E. Make the rev. eng. facility unsellable.
F. Make it so a limited number of "analyzed" units may be built (like an ammo for building). This would add to game balance because you have to spend money selling and re-building the facility and can't afford not to have it at all times.
G. For this one my intuition says that the service depot logic would help:
You can build a unit only as long as one "specimen" is currently lying on/in the facility. At a second thought, this would place second as a suggestion.
For the abuse solution I thought of a few (I'm inexperienced in modding so bare with me):
A. It would have been just perfect to work with enemy only, like with capturing by engineers. This also handles a specific abuse -- allies "borrowing" each others' technology.
B. If it's impossible, then maybe a tech level requirement per unit, so that it's buildable only if the player has a tech building (battle lab), no matter of which side. I think it's fair enough.
C. After all, selling the tech center is not a problem; the rev. eng. facility _is_ a technology canter; the problem arises when you sell _both_ battle lab and rev. eng.
D. Couldn't the rev. eng. facility made like an add-on pad to an existing war factory for units and to a barrack for infantry? Or to a battle lab.
E. Make the rev. eng. facility unsellable.
F. Make it so a limited number of "analyzed" units may be built (like an ammo for building). This would add to game balance because you have to spend money selling and re-building the facility and can't afford not to have it at all times.
G. For this one my intuition says that the service depot logic would help:
You can build a unit only as long as one "specimen" is currently lying on/in the facility. At a second thought, this would place second as a suggestion.
I hope I helped giving an idea.