Just throwing some out there, i'm sure not all of you will agree with every one of them.
I haven't added any specific prices for upgrades because it is the devs choice really, even though none of these upgrades are dramatically game changing.
(note to mods: I gave this a new thread so players can shed new light on mainly what upgrades need to be added for the new desert storm strat, also, the ugrade sticky is fairly neglected.)
unit upgrades
Submarine Capactiy II - +1 Capacity for submarines
Helicopter Capacity I - Your Helicopters can now carry 3 infantry or marines
Helicopter Capacity II - +1 Capacity for helicopters
Cheaper Anti-aircraft I - -30 for aa's
Cheaper Anti-aircraft II - and extra -30 for aa's (this will make anti aircrafts actually usefull.
Efficient Anti-Aircrafts - +1 defence bonus for aa's against all air units
General Upgrades
General Helicopter Range - Your general gives your helicopter +1 range when being carried by the helicopter
General Helicopter attack - +1 Attack for Helicopters
Stealth General - your general now acts as a stealth unit at all times (makes the general actually useful in MOS and GW)
General Marine and stealth attack - +1 attack to marines and stealths (will be separate upgrade /lazy)
General Stack Bonus - your general provides a 2.5% addition to stack bonus in attack and defence
General Army Management - you receive a 10% refund on troops you disband when they are in your generals stack (if disbanded is ever implemented)
Miscellaneous
forward scout Party - adds a satellite sentry is placed in your capital at the start of the game free of charge (able to turn this off)
Nuclear testing - (1000000 sp) adds a afterwind (well that's what it will say, it will really give a cardboard nuke) into your capital at the start of the game.