a less recognised issue
Today I was struck by quite a subtle phenomena that occurs due to the free gorge structures, particularly the hydra. I don't know if everyone will agree with me, but personally I think it is quite a major problem that needs to be taken into consideration when fine tuning this mechanic.
The issue can be seen to a lesser degree in mini cysts. When a gorge places a mini cyst in a location, it may cause a cyst elsewhere to die, due to the cap. This can cause some undesirable effects, without anyone being the wiser. Now that's fine with something petty like a little infestation, but with hydras it can be a much bigger problem. Hydras have always been the aliens primary marine deterrent for an important area. They are similar to turrets in the way they work, but are far more crucial to an alien team's expansion and map control. So it was in NS1, and so it is in NS2.
However, in the past, these hydras were static. In NS1, they were placed along with defence chambers and sensory chambers, to create a powerful outpost. In NS2, the gorge and comm must work together to combine different structures, creating the same powerful outpost. However, now that hydras are actually more "mobile", this system is falling apart. As a gorge, my hydras are very rarely in the same place for more than 3-4 minutes, and I often find lone crags and whips sitting in the middle of nowhere, where hydra farms used to be.
If the gorge is tasked with creating the aliens primary stationery defence structure, and the process remains as mobile and dynamic as it currently is, I think the comm's role of statically supporting these outposts will struggle to be compatible.