About Webs: If I understood them correctly (actually I have close to zero experience with them... as they are never placed somewhere), they are a defensive structure, probably going well with some Clogs, Hydras and a Whip or two.
However, when Aliens reached the 3rd Hive they are seldomly protecting any specific place with that kind of stuff. There is no further need of a Gorge-Fort somewhere on the map, as they usually try to push marines out of their last stand.
So it is a defensive structure, which is unlocked at a point in the game, where the Aliens don't have to care about any defense anymore. I think that might be one of the main reasons, while you never see it.
I could imagine however to see a web or another placed in front of an aggressive Gorge-Tunnel in the early game or something similar. That would need to move the Web all the way down to Biomass 1-2. Would be interesting to see, what it actually does.
In the other thread about the "future" of NS2-Comp, there was discussed, that it is hard to find good coms and there was some pointers on why alien-commanding is less fun:
I'll agree herakles about the alien commander being an issue for commanders in NS2. When i started playing you had to play field as much as u had to play in the hive as alien comm. It was fun since u had to time when to go in out of the hive. To keep it short you had stuff to do from the first minute till the end. The alien commander last time i played it, was just playing sim city and use some drifters ....
to be honest its not that much fun. there is no real way to improve if you compare it to the Marin commander and Medpack drops.
Actually I don't know this by first-hand, but I see the logic here. On Marine-side dropping med-packs is an activity, which requires
accuracy and good
timing and the impact is large enough to change the outcome of a particular engagement, which snowballs quickly in an advantage of the whole team. On top of that there are a couple of decissions, which require a good game-sense, when Aliens move into Marine-Base (beacon? Logging out? Relocate?...)
There is no such activity for the Alien-commander, with the exception of Bone-Walls, which work only on cysted area. All other activities do not require timing or accuracy. It's nice, if you are quick, but not really necessary. We recently had an iternal game in TAW, with very balanced teams on the ground, but the Alien-Commander had almost no idea, of what he was doing. However, the game was very balanced, because the Alien-Com doesn't have to perform critical decissions.
With Drifters you have to roughly hit the corresponding location, as they spit out an area-effect, so no
accuracy needed. You can take your time to place any buildings. Rupture needs some time before it performs, so it doesn't require
timing either.
I don't know which activities would suite for something, which requires good timing and accuracy and has a large impact on engagements. Maybe it needs something completely new even. Here some funny ideas, right of the top off my head, which could actually lead to some "battle" between the comes:
On Crag Hive: A med-shield. Prevents the Marine-Com from dropping the med-packs, where he wants to. 1 tres for 1 second of a roughly marine-sized shield?
On Shift Hive: Drop tranquilizers on the marines, reducing their speed and reload, similar to cat-pack, but the inverse. However you need to hit them directly, those will not be "picked up" by marines if you miss them (actually very similar to bone-wall - but would have to work on uncysted area as well)
On Shade Hive: Drop a very shortlived ink-cloud on your lifeforms, giving them a second of Invisibility for 1 tres.
As said, just brainstorming wildly here and of course it would require a huge new iteration of balancing, so it doesn't buff the alien-side. But stuff similar like that could make the alien-com more fun to play. Not sure if changes like that would still fall into comp-mod then, though.
Actually looking into div3/4 the large amount of Alien wins requires some buff for marines. I tend to second the proposed changes to grenades - I am not sure, though, that this will actually buff the marines overall. I am blank on any good buffs for marines, though. The trouble always starts, when Aliens get their Lerks/Fades up, then it spirals down for marines very, very, quickly, even after a good or very good start. So, if you want to balance something, it should aim at that transition.
Maybe the Aliens just need a little nerf, instead. I have the feeling that losing lifeforms is a bit too easy to compensate at the moment, not much, though. We had the change of reducing lifeforms pres-costs by 5, maybe increase it again by 2 or 3 to hit the middle-grounds. The numbers get odd then, but who cares...