At the start of the community mod changes were limited to bugfixes and small unit/hero/civ tweaks. The main vision of the mod was to act as a testing environment for future changes. Through 2022, 2023 and until now the community mod has served as the base game for quite a few 0ad players. This is the first release of the community mod to feature significant experimentation, and it has been both successful and unsuccessful. Every player has felt some level of discomfort as their established understanding of the game is challenged, some people reject such discomfort and some people tolerate it.
People who have considered the changes and adapted to them by and large are contributing to the mod (and 0ad) with constructive criticism. That is really good to see.
Another group of people who do not wish for the game to change, who are unable to adapt and learn, yearn to execute the same strategies that they have always preferred. When they encounter the discomfort of looking outside of their box, they become enraged. For this group it feels like the end of the world, or the end of 0ad.
Its obviously no use to include people of the second category in playtesting as it is in the community mod, because they can't or don't explain what it is they don't like (what is imbalanced?, what is broken?, what plays poorly? ect.). In previous alphas where there were balance issues there was nearly unanimous understanding, think of merc cav, firecav of a25, slingers of a23, or archers of a24. In the case of comm mod 6, there is almost no agreement between the most vocal disparagers of the mod. The lack of constructive feedback from this most vocal group is an indication that its best to protect these people from new things by making sure that the base game is in a bug free and balanced state upon alpha releases. This way, players interested in contributing to balancing/game development can test things, provide feedback and then go back to the base game if there are issues with the community mod version.