As for ESG, I would suggest that mines stay longer on the ground - making it more possible to stop an advance, but without making ESG into a very powerful offensive weapon.
Missiles - Is it possible to load different weapon systems onto the Missiles ? Sticky Foam (Without building damage) and ESG Missiles could be used.
To be blunt, these are
incredibly biased suggestions that sound like something out of the cesspit that is the StarCraft 2 forums. This is about as ridiculous as asking for Thor's Hammer to be buffed. I'm not even going to address these.
For the missiles:
If these are so overpowered then maybe...
Why don't we just give Plymouth the EMP Missile, and also give them the meteor defense/observatory and the RLV. While at the same time, give Eden the meteor defense/observatory and RLV, and also give them the EMP Missile. That way, both players are on even playing fields with both Missile use, and of course defending their base from meteors and missiles. Thus, it would take something that is overpowered and level the playing fields for both players. That or give Eden some kind of alternative powerful weapon that could be used on Plymouth, to keep the factions unique.
Bad suggestions. The two factions shouldn't just be reskins of each other. Not to mention giving Eden the EMP Missile and Plymouth Meteor Defenses doesn't actually fix the issues with them, i.e. how spammable missiles are and how they tend to create boring stalemates, or how much of an investment Meteor Defenses are. At the very least, missiles should take longer to land (I believe they take 5 seconds), and Meteor Defenses should never fail when firing at EMP Missiles. I believe the bug where MDs would always fail if a missile was targeted on top of a MD (even if there are other MDs nearby) was fixed in 1.3.5.
Of course, that still doesn't deal with how much you have to invest to get MDs - for EMP missiles, you only need 1 extra tech after Space Program, whereas for MDs you need 3. Then, you need to make an Observatory, which takes 3 scientists away from research, then each MD uses 100 power and 2 workers, and then in order to attack you have to MD creep to your opponent (which is impractical on the vast majority of maps other than Pie Chart or La Corrida) which means lots of MDs, and it adds up really fast and is a pain to set up in general.
The Plymouth player can idle his Spaceports with EMP Missiles on them until he wants to launch, but idling the Obervatory and MDs isn't "safe" - you have to activate every MD since you have no idea where the missile was targeted, and you only have a few seconds to do so (it wouldn't be that bad if you could select and hotkey multiple structures, but you can't).
Substantially increasing the time until the missile lands should remove the necessity for MD creeping, which helps Plymouth vs. Plymouth as well since they obviously don't get MDs at all. MD-related techs should probably be consolidated, and maybe even remove the Observatory altogether.
The nuke was made for a custom mission, it's not going to be put in the main game.
For Eden Consumer Factories:
If the fear of morale and thus keeping it out of multiplayer, is because these exist, then maybe we should:
1) Nerf the positives of the morale boost for multiplayer.
2) Give Plymouth one too so that both players can spam resources.
3) Remove it from multiplayer to prevent morale abuse.
4) Increase the costs and time to produce the various goods, to serve as a good temporary but expensive measure to get out of a Terrible Morale slump, but be expensive enough that it would be cheaper in the long-run to build recreational centers, residences, and medical centers instead.
5) Some combination of the above?
No to giving it to Plymouth because of the "keep different factions different" reason I gave about the EMP Missile, plus it doesn't fix the underlying issues with it. The CGF, at least Impulse Items, should be nerfed, probably by increasing the production time, decreasing the effect duration, and/or limiting how many times it can stack. It should be mentioned that the CGF isn't very effective when there's too much negative pressure on your morale, but it's otherwise OP. Rec Centers/Forums should be buffed in the way of changing the morale formula to make it counteract the effect of unoccupied colonists, rather than adding an additional structure demand.