I don't personally feel like I'm wrong though in an educated sense... as you can tell, my approach to zerg would almost make them "seem" similar to terran and protoss but people do not want that.
I want you to look at it this way though coming from the philospohy of Hegel in generating 3 unique bodies.
Thesis + Anti-Thesis = Synthesis.
By having the spine and spore crawler produce linearly from the spawning pool as I said.. it shows a synthesis between protoss and terran.
For example, a pylon has a build radius for cannon, while the spawning pool would have creep (Build radius) for spine/spore.
The pool would produce defense in a linear fashion but have the upgrade for 2 slots.
Marines which are technically defensive produce linearly from the barracks, (They fill bunkers)
So you can see the synthesis there which creates an entirely unique because of the synthesis and inversion yet BALANCED because of the symmetry.
When you say that zerg can "Mass" drones... yes, but you have to remember that t and p are building offense when you're doing this... and B. zerg also shares production with the overlord.
Would it actually make it more balanced if zerg could produce spines and spores without any cost to larvae, though? You'd be able to drone up like a madman and not actually worry about timings at all because you're producing spines super easily from your spawning pool.
I think you're trying to say that making zerg more similar to terran and protoss in the respect of linear production would make it more balanced, but tbh, you'd have to change how drones are produced as well. Larvae is a resource for zerg that has to be taken into consideration on top of minerals, gas and supply. If you suddenly make it so spines and spores do not cost any larvae, then suddenly the zerg race will have a much easier time producing a ton of units.
I think some of your points were valid, but your solution doesn't match up too well with those points when you actually consider the larvae mechanic of zerg.
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