Surely it cant be though

, there were (non-TotalA) RTS games made over 10 years ago with higher unit limits...

(Thinking: Age of Empires 2).
If AoE 2 can have a cap of 200 per player, how is a game set in the traditions of TotalA and SupCom supposed to be taken seriously with <=120 units?!
Those limits were pretty crap and pointless back then too, in aoe you could easily make a custom scenario with 500+ units and the game would still run fine, I really HATED the unit limit in the AOE games, I played Aoe2 for at least 4 years in a clan and never really got over the fact that it had a ridiculously low unit limit ( but no building limit for example). Aoe1 was even worse, a 50 unit limit in singleplayer, but 200 in multiplayer

, I always used to the scenario editor to make massive 300+ unit battles

. In aoe2 you could get over the unit limit with smart scenario design though ( use triggers; conditions and effects to build units...).
Around the same time you had Empire earth or Cossacks ( European wars, Art of War and Back to War) , EE had a global unit limit split across the players which made more sense, if you only had 2 players you could make a lot of units, and cossacks had something like an 8k limit but no specific limit per player, but the buildings that supported units ( houses, barracks, etc) got more and more expensive but realistically it meant you NEVER reached the cap.
I really believe that most RTS like Aoe, Rise of nations, Empire Earth, SW: Galactic Battlegrounds, etc would have been so much better without rubbish unit limits.
Anyways, I liked Supcom for the unit caps, just build a line of T1 factories, upgrade some to t2, and spam medium tanks, heavy tanks, mobile shields, mobile missile launchers, and aa and send waves of 200 units at the enemy

. I never really was a fan of the T4 experimentals and disabled them for my sp games in FA.