Here are the 3 variants my gaming group has tried to help make teching strategies more viable and encourage the development of Tier 3 units.
Variant 1:
Research orders allow for the purchase of two technologies as with gold research order (though the restriction of one card remains).
Variant 2:
Advanced deployment: Players start with a second Tier 1 building
Variant 3:
On turn 1, you can play gold orders, but execute them as normal orders (i.e. 3 builds on the first turn).
Variant 4:
On turn 1, no additional transport can be built.
My comments on each:
1. We found that Variant 1 provided the Zerg with the biggest advantage. With both the devourer and gaurdian being a Tier 3 technology enabled unit, the zerg are provided with a good advantage. What we found was a savings in orders, to give provide more opportunity to make use of build orders to advance down the building trees.
2. Tried this one once. It really didn't achieve what we were looking for. The extra building actually swung the balance of power to that of 'rushers' instead of giving a boost down the technology/unit tier trees.
3. For those that desired to 'turtle' and tech, this provided the initial boost required to get ahead, to move down building tree to get a more powerful unit, so at the start of Turn 2, you can build a Tier 3 unit (flyers mainly). Though after 3 games with this variant we found that you either a) had to really cripple an opponent on the first turn with a rush or Tech in the same manner. That extra build on the first turn was quite poweful. Tier 3 units at the start of your 2nd turn was quite powerful, as in the video game, the building times / technology trees create a type of a timed escalation clock. With this gone, it made many Tier 1 or 2 units obsolete, something that really detracted from our games.
4. We found this variant to be quite decent, though it really hampered those that favored the rush, but not so much. It allowed to people to either a) plan to defend the rush right off, or b) made them feel safe enough to get a head start on turn 1 to get some heftier units for turn 2 in knowing that there would be no surprise attacks. It just slows the game play down just enough to provide a boost that is needed.
Conclusions:
We felt that Variant 1 was the best overall choice. Variant 2 and 3 really messes with the escalation clock, something that we really didn't enjoy. Improved Research orders, over the course of the game, provided us on average 2 1/2 more orders. These additional orders were key in providing extra build orders to advance down the technology trees.
Variant 4 came in at a close second. That extra first 'more or less safe' turn really allowed for people to get a head start on their initial army. In doing so, come the end of the game, we saw a boost in the number of Tier 3 units. This slightly slows the game play down.