How do I balance overpowered specialist units in my turn-based strategy game?

So my "Commandoes" are basic laser rifle wielding futuristic combat units. They cost 50 gold, have 40HP and do 1d10 damage per attack. You can mine at most 120 gold per base per turn. This means a Commando kills another Commando in an average of 8 hits.

The "Hell Hounds" are a type of pyrokinetic specialist unit which attacks ground. They do 1d10 damage vs everything, but 2d10 damage vs small units. They also do 5 splash damage to all enemies on the target hex, and the splash ignores enemy armor. They also heal for 5HP per full round out of combat. They have 50HP and 1 point of Armor. They cost 50 gold and 50 oil, which you can mine at most 50 oil per base per turn. Hell Hounds can also set fire to Forested Hexagons, and "burn out" enemy troops over time.

This means a Commando kills a Hell Hound in an average of about 11 or 12 hits, while a Hell Hound kills a Commando in an average of 4 hits. So Hell Hounds really wreck Commandoes.

Unlocking Hell Hounds requires building an Academy, which costs 150 Gold/100 Oil/ 4 Turns construction time. This is to delay how many you can get in the very early game. They are still trained at the Barracks.

"Mages" are the fully trained version of Hell Hounds. They have Frost Armor, Fire Storm, and Rust spells to affect the Battlefield. Presently, I have them costing 100 Gold/100 Oil/2 Supply, and 2 Turns to train.

Frost Armor is +40HP and +2 armor, does not stack with itself. Cost 50 Energy, range 2.

Fire Storm is 30 damage to everything int he target Hex, Cost 75 Energy, range 2.

Rust sets an enemy mechanical unit to 1HP. Cost 100 Energy range 2.

Mage starts with 100HP, 1 Armor, D10 damage, and 50 Energy. It regenerates 15 Energy per round of combat.

What does viewers think for this conceptually so far?

How do I balance overpowered specialist units in my turn-based strategy game?
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